Mobs

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Elite monster 3D render.[1]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[1]Steven Sharif

Goblin 3D render. Modelled by Chris Atkins.[2]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[3]Steven Sharif

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.[4]

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.[4]Steven Sharif
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.[5]Steven Sharif
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.[6]Steven Sharif
  • Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[7]
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.[7]Steven Sharif
  • Named mobs will usually have a unique character appearance.[8]

Mob types

Mob types will have different resistances.[9][10]

Elites

Elites are a tier of mob or boss in Ashes of Creation.[8][1]

  • Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[7]

List of elites

NPC variants

There will be variants of the monthly cosmetics for NPCs and Mobs.[13][14]

We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[15]Margaret Krohn

Zones and mob levels

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.[16][17][18]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[19]
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.[20]Steven Sharif

NPC perception

There are different perception modes for different NPCs.[21]

  • 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.[22]

The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[21]Jeffrey Bard

Artificial intelligence

Jermaine Torment of Illwind boss mob.[23]

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.[23]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[24]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[25]
  • Bosses are scripted and make decisions dynamically during boss fights.[26]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[27]
  • Certain AI behaviors might activate based on progress within an encounter.[28]
    • Higher frequency of AoE attacks depending on how many players are participating.[28]
    • Unlock rage, recovery effects and buffs.[29][28]
    • Supporting other monster types or classes nearby.[29]
    • Additional adds and add classes.[28]
  • 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.[22]

There are AI systems that don't relate to controlling NPCs.[30]

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.[30]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[31]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[31]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[32][33] This content adapts to the node progression of the zone it is in.[31][34]

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 scientific 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.[35]

Looting

Alpha-2 looting UI preview.[41]

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.[41]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[42]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[43][44][45]

  • Group loot rules are defined on a per-rarity basis.[41]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[42]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[46]
  • There won't be auto-looting pets.[47]
Free-for-all.[45]
  • Whoever is first to loot gets the loot.[43]
Lootmaster.[41][45]
  • 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.[45]
Round-robin.[41][45]
Need or greed.[41][45]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
Bidding system.[45]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[45]
    • The highest bidder wins the item.[45]
    • The gold then goes into a pool that is split among the rest of the party members.[45]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[50][51] Monsters drop hunting certificates, Items and crafting materials rather than gold.[52][53]


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.[63] These are intended as an alternative mechanic to acquire gold.[64][52][53]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[53]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[65][66][67][52]

Healing mobs

Players cannot heal enemy mobs.[68]

You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[68]Steven Sharif

Cleric classes are the only classes that can fill the role of a primary healer.[69] Classes with Cleric as a secondary archetype will have self-healing benefits as well as limited healing benefits to other players.[69][70][71][72]

No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[69]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[73]

  • Animation tells.
  • Templates.

Day and night cycle

Alpha-2 day/night cycle.[74]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[75]Steven Sharif

There is a day/night cycle in Ashes of Creation.[77][78]

  • Day and night cycles occur over the course of a few hours.[75]
    • Fifteen IRL minutes may equate to one hour in game time but this is subject to change.[79][80]
    • Day and night cycle tied to server time will be tested in Alpha-2.[81]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[81]Steven Sharif
Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[84]Steven Sharif

Tamable creatures

Mounts and combat pets can be found in the wild and tamed.[88][89][90]

For example: A wolf or a dog may look different but may be balanced to the same templated behavior.[91]

Visuals

See also

References

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