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]

Balancing

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.[3]Steven Sharif

You don't make 64 classes for four to be played.[3]Peter Pilone

Balancing in Ashes of Creation is "group focussed".[4]

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.[4]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[5]

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.[5]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.[6]

Bulletin boards

Town center billboard within a marketplace.[7] Concept by Michael Bacon.

Bulletin boards are available within each node and allow players to post jobs.[6] Bulletin boards are a tool to encourage localized grouping. They can also be found at player taverns.[8]

Bulletin board jobs.[6]

Group sizes

Combat-City-Ashes.jpg

Ashes of Creation is designed for solo players as well as large and small groups.[9]

Content isn't locked behind guilds.[14]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[15]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

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

There will be traditional trinity of Tank, DPS, and Support/healer roles in Ashes of Creation.[1][16]

  • Although traditional roles are present, players should not feel branded by their primary archetype.
  • Skill augments available through the class system allow characters to be personalized outside of their primary role.
  • Players can also double down on their archetype choice to strengthen their primary role.

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.[17]

Affiliations

An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its heirerchy.[18]

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.[18]Steven Sharif

See also

References