Difference between revisions of "Leveling"
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== See also ==
== See also ==
Revision as of 18:12, 13 March 2018
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. – Steven Sharif
- The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.
- Alpha-1 has progression to level 15.
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.
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 you know 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. – Steven Sharif
- A player chooses their primary archetype at the start of the game.
- Players receive skill points as they level. These can be used to level up skills within their skill tree.
- It will not be possible to max all skills in a skill tree.
- A player may choose a secondary archetype when they reach level 25. The combination of primary and secondary archetypes is referred to as a class.
- The player can then augment their primary skills with effects from their secondary archetype.
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
Zones and progression
Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. – Steven Sharif
- Each secondary archetype offers four different schools of augmentation. Each augment school affects a primary archetype's skills in different ways.
- For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.
- Each augmentation has a level requirement and number of skill points required to activate it.
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side. – Steven Sharif
- Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.
- Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.
- Some spell colors and general FX change based on augments.
- Active skills could look totally different after an augment gets applied.
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.
- Rested experience allows players to gain experience at a faster rate for a period of time.
- Gear is not available to Summons (Summoner pets).
- Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.
- Livestream, 31 July 2020 (1:05:58).
- Livestream, 24 May 2017 (46:27).
- Livestream, 25 July 2020 (1:33:37).
- Interview, 13 June 2021 (48:27).
- Livestream, 25 July 2020 (1:34:55).
- Livestream, 15 December 2017 (58:48).
- Interview, 8 July 2020 (1:07:59).
- Livestream, 24 May 2017 (19:25).
- Livestream, 30 April 2021 (41:18).
- Interview, 8 July 2020 (1:12:51).
- Interview, 18 July 2020 (1:05:04).
- Interview, 29 July 2020 (54:44).
- Ashes of Creation class list.
- Livestream, 28 July 2017 (19:05).
- Livestream, 3 May 2017 (50:50).
- Livestream, 18 July 2017 (37:43).
- February 8, 2019 - Questions and Answers.
- Livestream, 31 July 2020 (1:31:11).
- Podcast, 11 April 2021 (54:35).
- Interview, 19 July 2020 (19:35).
- Livestream, 15 May 2017 (30:53).
- Blog - Know Your Nodes - The Basics.
- Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- Livestream, 16 October 2017 (1:00:44).
- Interview, 8 August 2018 (22:27).
- Livestream, 25 July 2020 (1:47:55).
- Livestream, 9 February 2018 (41:56).
- Livestream, 17 December 2019 (1:13:14).
- Interview, 18 July 2020 (1:07:06).
- Livestream, 26 July 2019 (1:09:22).
- Livestream, 8 April 2018 (PM) (20:45).
- Interview, 11 May 2018 (53:15).
- Livestream, 19 November 2021 (50:38).
- Livestream, 24 September 2021 (1:18:06).
- The mighty beard!
- Livestream, 30 November 2020 (1:26:00).
- Livestream, 28 June 2019 (1:24:27).