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Difference between revisions of "Bosses"
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Revision as of 03:19, 5 August 2018
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]
- Elites.[5]
- Hunting ground bosses.[5]
- Mini-bosses.[5]
- Dungeon bosses.[5][4]
- Raid bosses.[5][4]
- Regional/world bosses.[5][4]
- Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn.[7] – Steven Sharif
- Certain bosses and creatures will have voice lines along with other audio cues.[8]
- Some bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[9]
- Named mobs/bosses will usually have a unique character appearance.[5]
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[13]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[13] – Steven Sharif
- Not all creatures are immediately hostile to players.[14][15] Some creatures may hunt other creatures.[16]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[15] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[17]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[17] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[18][10] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[19]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[19] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[20][21] Screen shake will be customizable in user interface settings.[20][22][23]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[20] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[24]
- Certain bosses and creatures will have voice lines along with other audio cues.[8]
Raid bosses
- There will initially be between 12 to 15 raid bosses in the world.[4]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- A single digit percentage of the population will be capable of defeating certain content.[27]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[27] – Steven Sharif
Raid tiers
Tiers of raid difficulty are in accordance with the world's node structure.[28][29]
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[29] – Steven Sharif
Raid mechanics
Boss fights will have fairly intricate mechanics.[31]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[31] – Steven Sharif
- Multiple phase fights.[31]
- Adds.[31]
- Random skill usage.[31]
- Fights will require location, mobility and strategy.[31]
- Boss mechanics may be affected by changes in climate or time of day.[32]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[33][31]
- Players can utilize boss mechanics against other players.[33]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[33] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[34]
- Animation tells.
- Templates.
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[36][37]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[36][38][39][40]
- Higher frequency of AoE attacks depending on how many players are participating.[38]
- Unlock rage, recovery effects and buffs.[41][38]
- Supporting other monster types or classes nearby.[41]
- Additional adds and add classes.[38]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[42]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[43]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[36] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[44]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[44] – Steven Sharif
Looting
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[47][48][49]
- Group loot rules are defined on a per-rarity basis.[45]
- A majority of party members must vote to approve any changes to group loot allocation changes.[46]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[50]
- There won't be auto-looting pets.[51]
- It will be possible to kick a player from a party prior to them acquiring loot.[52]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[52] – Steven Sharif
- Free-for-all.[49]
- Whoever is first to loot gets the loot.[47]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[49]
- With round-robin looting, party members take turns looting.[49]
- This is a traditional need before greed system based on dice rolls.[49]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[53]
- Bidding system.[49]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[49]
Loot tables
- Mobs drop glint, Items, and crafting materials in preference to gold.[54][55]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[56][57][58][59][54][60]
- The rarity of glint increases with the mob's level.[61]
- Loot tables are disabled for player controlled monsters.[62]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[63]
- Experience debt decreases the drop rate percentages from monsters.[64]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[65][66]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[65][67][68]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- Loot tables will likely not be affected by weather conditions.[32] This was previously listed as a possible effect.[70]
- There won't be specific loot drops for artisans.[71] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[72]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[71]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[73][48]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[73][48]
- These numbers will be balanced based on testing.[73]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[73][48]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[73] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[74] – Steven Sharif
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[76][77] This content adapts to the node progression of the zone it is in.[75][78]
- Additional buildings will spawn.[75]
- Additional mobs will spawn.[75]
- Different antagonists/leaders with different story lines.[75][78]
- Populations will change.[78]
- Content difficulty will change.[78]
- The content may be different altogether.[78]
- Additional quest hooks.[75]
- Dungeons will be unlocked when certain nodes advance to certain stages.[79]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[79]
- POI events are events that relate to specific points-of-interest (POI).[82]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[83]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[79]
Player driven narrative
The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[85]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[86]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[87]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[88] – Steven Sharif
Legendary items
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[63]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[65][67][68]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[89]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[67] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[67]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[67]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[67]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[68] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[90][91]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[90]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[91]
A legendary weapon is easily distinguished by its visual appearance.[68]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[68] – Steven Sharif
Legendary items are not intended to be temporary.[92]
- A notable exception to this is Royal mounts.[93]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[92] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Lore.[94]
Day/night cycle
Artwork
See also
- ↑ Livestream, March 28, 2020 (1:58:18).
- ↑ Livestream, November 8, 2020 (12:40).
- ↑ Livestream, November 8, 2020 (12:47).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Livestream, July 25, 2020 (46:08).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Livestream, January 27, 2023 (1:10:12).
- ↑ Livestream, May 31, 2023 (41:16).
- ↑ 7.0 7.1 7.2 Livestream, March 31, 2023 (1:20:41).
- ↑ 8.0 8.1 Livestream, May 31, 2023 (45:26).
- ↑ Interview, June 13, 2021 (11:15).
- ↑ 10.0 10.1 10.2 Livestream, March 26, 2021 (54:26).
- ↑ Livestream, July 31, 2020 (1:45:40).
- ↑ Livestream, June 26, 2020 (1:14:42).
- ↑ 13.0 13.1 Livestream, May 26, 2017 (24:33).
- ↑ Video, May 31, 2023 (4:17).
- ↑ 15.0 15.1 Livestream, February 24, 2023 (1:22:04).
- ↑ Video, May 31, 2023 (5:01).
- ↑ 17.0 17.1 Livestream, June 25, 2021 (1:28:02).
- ↑ Interview, September 10, 2023 (28:15).
- ↑ 19.0 19.1 Livestream, May 27, 2022 (1:00:23).
- ↑ 20.0 20.1 20.2 Livestream, May 31, 2023 (43:04).
- ↑ Livestream, May 31, 2023 (40:52).
- ↑ Video, June 30, 2022 (24:18).
- ↑
- ↑
- ↑ Livestream, March 31, 2022 (1:10:43).
- ↑ Video, May 28, 2021 (5:40).
- ↑ 27.0 27.1 Podcast, August 4, 2018 (1:42:14).
- ↑
- ↑ 29.0 29.1 Podcast, August 4, 2018 (1:39:47).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Livestream, 2018-04-8 (PM) (1:14:01).
- ↑ 32.0 32.1 Livestream, May 27, 2022 (1:14:46).
- ↑ 33.0 33.1 33.2 Interview, September 10, 2023 (32:16).
- ↑ Livestream, May 22, 2017 (49:38).
- ↑ 35.0 35.1 Livestream, June 25, 2021 (21:24).
- ↑ 36.0 36.1 36.2 Interview, September 10, 2023 (34:51).
- ↑ About Ashes of Creation.
- ↑ 38.0 38.1 38.2 38.3 Interview, June 13, 2021 (22:20).
- ↑ Livestream, July 28, 2017 (43:57).
- ↑ Livestream, May 5, 2017 (11:55).
- ↑ 41.0 41.1 Livestream, July 29, 2022 (1:23:56).
- ↑ Livestream, February 25, 2022 (1:03:32).
- ↑ Livestream, 2018-04-8 (PM) (3:56).
- ↑ 44.0 44.1 44.2 44.3 44.4 Podcast, May 11, 2018 (24:23).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Video, January 27, 2023 (16:44).
- ↑ 46.0 46.1 Video, January 27, 2023 (32:01).
- ↑ 47.0 47.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 48.0 48.1 48.2 48.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 49.00 49.01 49.02 49.03 49.04 49.05 49.06 49.07 49.08 49.09 49.10 49.11 Group dynamics blog.
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ 52.0 52.1 Livestream, May 31, 2023 (1:07:45).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 54.0 54.1 Interview, July 18, 2020 (27:11).
- ↑ Livestream, May 24, 2017 (44:14).
- ↑
- ↑ Interview, September 10, 2023 (53:47).
- ↑ Livestream, March 26, 2021 (1:07:33).
- ↑
- ↑ Podcast, May 5, 2017 (43:05).
- ↑
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ 63.0 63.1 Interview, July 18, 2020 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 65.0 65.1 65.2 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 Interview, July 20, 2020 (21:57).
- ↑ 68.0 68.1 68.2 68.3 68.4 Livestream, 2018-04-8 (PM) (55:49).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Video, May 27, 2022 (2:21).
- ↑ 71.0 71.1 Livestream, February 29, 2024 (1:22:09).
- ↑ Podcast, August 4, 2018 (1:44:54).
- ↑ 73.0 73.1 73.2 73.3 73.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 75.6 Livestream, March 26, 2021 (50:33).
- ↑ Livestream, March 26, 2021 (22:53).
- ↑ Livestream, November 17, 2017 (36:22).
- ↑ 78.0 78.1 78.2 78.3 78.4 Livestream, November 17, 2017 (18:29).
- ↑ 79.0 79.1 79.2 79.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Livestream, April 29, 2022 (40:21).
- ↑
- ↑ Video, March 31, 2023 (28:11).
- ↑ Livestream, May 19, 2017 (37:03).
- ↑ Livestream, December 17, 2019 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Livestream, May 22, 2017 (28:02).
- ↑ Livestream, March 26, 2021 (1:02:06).
- ↑ 90.0 90.1 Livestream, March 31, 2022 (1:15:02).
- ↑ 91.0 91.1 Livestream, May 15, 2017 (38:08).
- ↑ 92.0 92.1 Livestream, July 9, 2018 (25:34).
- ↑ Livestream, 2018-04-8 (PM) (51:49).
- ↑ Livestream, May 19, 2017 (44:18).