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Group dynamics aim to bring players together.[2]

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.[3]
  • Ashes of Creation is in development. These systems could change through playtesting and player feedback.[2]

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[4]

Bulletin boards

 Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Bulletin boards are available within nodes[4] and player taverns.[6]

Group sizes

 
Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[12]

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[13]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[13][14][15]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[2]
  • Raids will have 40 man groups.[16]
  • Content will be tailored for 40, 16 and 8 person group sizes.[17]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[18]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[19]
  • Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[20][21][22][23]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[23]Steven Sharif

Looting rules

Alpha-2 looting UI preview.[24]

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.[24]Steven Sharif

 
Alpha-2 vote to change loot allocation method UI.[25]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[26][27][2]

  • Group loot rules are defined on a per-rarity basis.[24]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[25]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[28]
  • There won't be auto-looting pets.[29]
  • It will be possible to kick a player from a party prior to them acquiring loot.[30]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[30]Steven Sharif
Free-for-all.[2]
  • Whoever is first to loot gets the loot.[26]
Lootmaster.[24][2]
  • 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.[2]
Round-robin.[24][2]
Need or greed.[24][2]
 Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Bidding system.[2]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[2]
    • The highest bidder wins the item.[2]
    • The gold then goes into a pool that is split among the rest of the party members.[2]

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[32][2][33]

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 actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we 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.[34]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.[35]

See also

References