Difference between revisions of "Character sheet"

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== Mobile/web application ==
 
== Mobile/web application ==
  
{{Mobile/web interface}}
+
{{Companion app}}
  
 
== See also ==
 
== See also ==

Revision as of 16:30, 13 August 2022

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Character stats and attributes.[1][2]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[3][4] Health 224
Mana.[3] Mana 293
Power.[3][1][2] Power 10
Dexterity.[3][1][2] Dexterity 10
Constitution.[3][1][2] Constitution 10
Will.[3] Will 12
Wisdom.[3][1][2] Wisdom 14
Mentality.[3][1][2] Mentality 13
Physical Damage Bonus.[3] Power 13
Physical Disable Modifier.[3] Power 12
Physical Critical Damage Bonus.[3] Power 12
Physical Skill Cooldown.[3] Dexterity 6
Physical Critical Rate Bonus.[3] Dexterity 6
Physical Evasion Bonus.[3] Dexterity 7
Physical Accuracy.[3] Dexterity 192
HP Regeneration.[3] Constitution 3
Physical Defense Mitigation.[3] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[1][2][5] Constitution 17
Magical Attack Damage.[1][2] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[5] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[1][2][5] Mentality 18

Players will have significant agency over the allocation of their stat progression.[6]

  • There will be diminishing returns on certain stats, but there won't be hard caps.[8]

Character page

There is no planned in-game functionality to leave personal notes regarding player characters.[19]

We don't plan to have in-game tools to provide that tracking. Instead you will be expected to track that yourselves.[19]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A character sheet will be available closer to live launch that shows the following:[20]

  • What a character looks like.[20]
  • Achievements and server firsts.[20]
  • Info on a player's class.[20]
  • Character's back story via journal entries (that are shared publicly by the player).[21][22]
  • Traits can be applied that describe a character's history.[22]
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[22]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[21]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[21]Steven Sharif

The player can manage what info is shown on the character page.[20]

Alts

Character slots

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[33]

  • Allow testing of different builds as needed.[33]
  • Provide equipment needed to test various scenarios.[33]

There will be a "comfortable" number of character slots on launch.[24]

Friends list

A character may add another character to their friends list.[34]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[34]

Gear

Alpha-2 character sheet work-in-progress UI.[35]

We wanted to create something that would handle a couple of different roles, with obviously your equipment slots for what we call a "paper doll", which is that display of your character. Eventually it won't just be a image of your character, we hope to have the 3D character and be able to rotate around, look at what you're wearing. And then we wanted to support a couple of different features here, with some base stats; the equipment, which will show what equipment you have available to quick swap, so you don't have to have your inventory and the screen open; detailed stats for those people who want to get into all of the details; and then of course gear sets. So this is going to be able to swap to your sets of gear quickly; and being able to save different loadouts.[35]Colby Marchi

There are multiple gear slots in Ashes of Creation.[35]

  • Previously it was stated there were 16 gear slots.[45]

Read more...

Character level

Alpha-1 early iteration of the level-up effect by Jim Sanders.[57]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[57]Steven Sharif

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[58][59]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[60]Steven Sharif
  • Some levels may offer more rewards than others.[68]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[68]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[69]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[71]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[72]

The level cap at launch is expected to be level 50.[73][74]

  • On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[75][76]
  • The developers estimate that players will reach level cap before a quarter of nodes reach Village (stage 3).[73]
  • Alpha-1 had progression to level 15.[77]
  • Alpha-2 expects progression to level 30 (subject to change).[78] Previously this was stated to be level 35.[79][80]

Lower level characters will have usefulness in mass combat (such as Node sieges) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[81]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[75]Steven Sharif

Achievements

Achievements record things of note that happen in Ashes of Creation.[82]

The achievement System should record things of note so that people are able to etch their name, or their guild, in the history of the server; and mayorship would be one of those things.[82]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
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.[87]Steven Sharif

Titles

Titles are unlocked by achievements in aspects of the game.[88]

There's social organizations, there's religions, there's Mayor, there's Kings and Queens, there's Guild Leaders, there's Guild officers: All of those can incorporate particular types of titles that grant you access to certain things; and that's part of our risk versus reward. That's part of our not everybody gets a trophy. These are achievements that we want you to strive for and there's plenty of those types of achievements within the game because there's lots of nodes and there's lots of different pseudo factions that exist that you get to identify and say "Oh I'd like to do that particular thing very well and better than others." And you can strive to do so.[88]Steven Sharif

Mobile/web application

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[95][96] Some functionality may come post-launch.[97]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[100]Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[97]Jeffrey Bard

See also

References

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  36. 36.0 36.1 36.2 Livestream, April 28, 2023 (1:08:55).
  37. 37.0 37.1 37.2 belt items.jpg
  38. 38.0 38.1 38.2 38.3 38.4 weaponslots.png
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  44. stevenclarification.png
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  46. helmet.jpg
  47. Polymorphic Breastplate.png
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  49. belt items.jpg
  50. Alpha-1 screenshot.
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  59. leveling.png
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