Instancing

Ashes of Creation community empowered Wiki
Revision as of 20:17, 18 August 2018 by Wikiadmin (talk | contribs) (Text replacement - "{{References}}" to "== References == <references/>")

Jump to navigation Jump to search

Dungeons and Raids

Alpha-1 open world dungeon entrance.[1]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[2]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[3]

  • No loading time or loading screens between regions.[3]

There will be an approximately 80/20 split between open world vs instanced encounters.[4][5][2][6][7]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[4][8][5]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[5]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[9]
  • Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[10] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[5][11] Outside of these and arenas there will not be too much instancing anywhere else.[3]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[12]Steven Sharif
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.[3]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[14][5][15]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[14][5]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[14][5][12]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[12]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[5]Steven Sharif

PvP Arenas

Arenas are instanced PvP scenarios and are not part of open world PvP.[17][18]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[17]Steven Sharif

Instanced apartments

Apartments provide instanced player housing functionality on a rental basis.[27][28]

  • Village (stage 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (stage 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[29][30][27][31][28]
  • The number and sizes of available apartments increases as a normal part of node advancement.[27][32]
  • It is estimated that the number of apartments available in a Metropolis (stage 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[27]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[28]
  • Different price points offer different apartment sizes and types, such as penthouses.[30][28]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[28]
The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[32]Steven Sharif

Server instancing

There won't be server channels (sharding) on a server.[33][34]

See also

References