Dungeons

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Dungeons in Ashes of Creation will range in size and will be mostly open-world.[4][5]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[4]Jeffrey Bard

Open world

Alpha-0 flood plains environment.[6]

Ashes of Creation will be a seamless open-world experience.[5]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[7]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[5]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[5]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[8]

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[9]

  • Massive caverns and open world spaces.[9]
  • Places to suit larger and smaller commitments.[9]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[10]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[11]

Group sizes

Combat-City-Ashes.jpg

Ashes of Creation is designed for solo players as well as large and small groups.[12]

Content isn't locked behind guilds.[18]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[19]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Adaptive content

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[20] This content adapts to the development of the zone it is in.[21]

  • Populations will change.
  • Content difficulty will change.
  • The content may be different altogether, depending on what is developed and how.
  • Different types of antagonists with different story lines.

Zergs

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play for being so much of an influence.[22]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[23]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to.
    • Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[24]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[24]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[25]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[25]Steven Sharif

Having objectives in gameplay make helps to balance the zerg mentality.[26]

I always feel that if you if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[26]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[27]

Jumping mechanics

Jumping over a pit trap in Alpha-0 Dünheim dungeon.[29]

Jumping puzzles will occasionally feature in the world.[30]

Jumping mechanics are present in the Alpha-0 Dünheim dungeon.[29]

Artwork

See also

References