Group dynamics

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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[1]

Group sizes

Combat-City-Ashes.jpg

Ashes of Creation is designed for solo players as well as large and small groups.[3]

  • The party size is eight (8) players for a single group.[1]
  • Raids will have 40 man groups.[4]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[5]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[6]

Content isn't locked behind guilds.[7]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[8]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Alpha-0 group size

The party size in Alpha-0 is six (6).[9]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[10]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[10]Steven Sharif

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[11]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[11]

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[12]Steven Sharif

You don't make 64 classes for four to be played.[12]Peter Pilone

Balancing in Ashes of Creation is "group focused".[13]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[13]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[14]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[14]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[15]

Bulletin boards

Town center billboard within a marketplace.[16] Concept by Michael Bacon.

Bulletin boards are available within each node and allow players to post jobs.[15] Bulletin boards are a tool to encourage localized grouping. They can also be found at player taverns.[17]

Bulletin board jobs.[15]

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[1]

Lootmaster
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.
Round-robin
With round-robin looting, party members take turns looting.
Need before greed
This is a traditional need before greed system based on dice rolls.
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[1]
  • The highest bidder wins the item.
  • The gold then goes into a pool that is split among the rest of the party members.

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[1][18]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[19]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[20]

Affiliations

An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its heirerchy.[21]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[21]Steven Sharif

See also

References