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Difference between revisions of "Template:PvE difficulty"

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* The higher the difficulty, the better the [[Loot tables|loot tables]] will be.{{interview|19 July 2020|14m51|H0LQSMT83L0}}
 
* The higher the difficulty, the better the [[Loot tables|loot tables]] will be.{{interview|19 July 2020|14m51|H0LQSMT83L0}}
 
* [[Bosses]] and [[Mobs|mobs]] will not auto-scale based on [[Group sizes|group size]].{{interview|19 July 2020|17m12|H0LQSMT83L0}}
 
* [[Bosses]] and [[Mobs|mobs]] will not auto-scale based on [[Group sizes|group size]].{{interview|19 July 2020|17m12|H0LQSMT83L0}}
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: '''Q''': How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
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: '''A''': ''It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.''{{livestream|27 May 2022|1h20m35|GnybRgoPac8}}{{ndash|[[Steven Sharif]]}}

Revision as of 00:13, 30 May 2022

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[1]

Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[4]Steven Sharif
  1. 1.0 1.1 1.2 Interview, July 19, 2020 (14:51).
  2. Interview, June 13, 2021 (22:20).
  3. Interview, July 19, 2020 (17:12).
  4. Livestream, May 27, 2022 (1:20:35).