World bosses

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There will be ancillary effects that happen as a result of downing certain world bosses.[2]

When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[3]Steven Sharif

Regional/world bosses will change based on the types and locations of nodes.[4]

List of world bosses

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

Bosses

A Lieutenant of The Ancients 3D render.[6]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[7]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]

Certain bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[9]

Named mobs/bosses will usually have a unique character appearance.[8]

List of dungeon bosses

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

List of raid bosses

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

Boss mechanics

Raids contain intricate combat mechanics.[10]

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.[10]Steven Sharif

Boss mechanics may be affected by changes in climate or time of day.[11]

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[12]

  • Animation tells.
  • Templates.

PvE difficulty

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.[13]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[13]
Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[14]Steven Sharif
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.[17]Steven Sharif

Artificial intelligence

Jermaine Torment of Illwind boss mob.[18]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[18]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[19]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[20]
  • Bosses are scripted and make decisions dynamically during boss fights.[21]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[22]
  • Certain AI behaviors might activate based on progress within an encounter.[15]
    • Higher frequency of AoE attacks depending on how many players are participating.[15]
    • Unlock rage, recovery effects and buffs.[23][15]
    • Supporting other monster types or classes nearby.[23]
    • Additional adds and add classes.[15]
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[24]

There are AI systems that don't relate to controlling NPCs.[25]

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 you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know 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.[25]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[26][27]

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[27]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[29]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[28]Steven Sharif

Looting

Alpha-2 looting UI preview.[30]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[30]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[31]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[32][33][34]

  • Group loot rules are defined on a per-rarity basis.[30]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[31]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[35]
  • There won't be auto-looting pets.[36]
Free-for-all.[34]
  • Whoever is first to loot gets the loot.[32]
Lootmaster.[30][34]
  • 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.[34]
Round-robin.[30][34]
Need or greed.[30][34]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
Bidding system.[34]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[34]
    • The highest bidder wins the item.[34]
    • The gold then goes into a pool that is split among the rest of the party members.[34]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[39][40] Monsters drop hunting certificates, Items and crafting materials rather than gold.[41][42]


Hunting certificates

Hunting certificates is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[51] These are intended as an alternative mechanic to acquire gold.[52][41][42]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[42]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[53][54][55][41]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[56][33]

  • 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.[56][33]
    • These numbers will be balanced based on testing.[56]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[56][33]
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[56]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.[57]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[58]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[58]Steven Sharif

Visuals

See also

References

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  22. Transmisja na żywo, 2018-04-8 (PM) (3:56).
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