Raids

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Entering a pre-alpha open-world raid.[1]
Pre-alpha Brood Queen raid boss.[2]

Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[3]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[4]Steven Sharif

Raid mechanics

Raids contain intricate combat mechanics.[5]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

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.[5]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[6]

  • Animation tells.
  • Templates.

Raid progression

Raid tiers

Tiers of raid difficulty are in accordance with the world's node structure.[7][8]

The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[8]Steven Sharif

Bosses

Particular world bosses have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[9]

  • At each stage there is increasing difficulty.[9]
  • This may be parsed out into different time periods and be behind a wall of development.[9]
  • A single digit percentage of the population will be capable of defeating certain content.[9]

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[9]Steven Sharif

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[10]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[10]Steven Sharif

Trophy park

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[11]

  • Server announcements and achievements are designed to encourage groups to experience new content.[11]

Leader boards

There will be dungeon and raid leader boards.[12]

Looting

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[14]

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.[14]

  • The highest bidder wins the item.
  • The gold then goes into a pool that is split among the rest of the party members.

Loot tables

Mobs and Bosses will drop Gold, Items and crafting materials based on the type of mob or boss. For example, a wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[15]

Loot tagging

Gatherers may have the ability to "spoil" a boss' loot.[16]

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.[16] Steven Sharif

The dynamics of who has the authority to gather the loot will be decided based on testing.[16]

  • Party leader.
  • First tagging raid.
  • Most damage done.

With regards to the dynamics of authority, you know, who gathers those things, exactly what is that: The party leader of the first tagging raid. Is that the most damage dealing. Is that the you know whatever: Those are things we've got a test in testing and see how they turn out.[16] Steven Sharif

The loot tagging system is still being finalized.[16]

Open world

Alpha-0 flood plains environment.[17]

Ashes of Creation will be a seamless open-world experience.[18]

  • 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.[19]

  • 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.[18]

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.[18]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[20]

Adaptive content

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[21] This content adapts to the development of the zone it is in.[22]

  • 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.

Group sizes

Combat-City-Ashes.jpg

Ashes of Creation is designed for solo players as well as large and small groups.[23]

Content isn't locked behind guilds.[28]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[29]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Zergs

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play for being so much of an influence.[30]

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.[31]

  • 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.[32]

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.[32]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[33]

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.[33]Steven Sharif

Having objectives in gameplay make helps to balance the zerg mentality.[34]

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.[34]Steven Sharif

Affiliations

An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its heirerchy.[35]

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.[35]Steven Sharif

Artwork

See also

References