Караваны

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Caravans facilitate the transfer of goods for players wishing to turn a profit.[2]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[2]

  • Caravans can transport goods for more than one player.[6]

Caravan types

There are different types of Caravans in Ashes of Creation.[9][10]

The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[10]Джеффри Бард

Mayoral caravans

Mayoral caravans are launched by Mayors.[10]

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[9]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[11]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[12]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[11]Steven Sharif

Personal caravans

Personal (Self-directed/player driven) caravans are initiated by the player, who essentially "becomes the caravan". These are land-based and water-based (naval caravans) that the player drives and directs.[13][9]

  • These are currently designed for a single driver.[14]
  • Personal caravans can be launched from any point of storage.[15]
  • Personal caravans are capable of transitioning to/from naval caravans.[13][16]
  • Personal caravans will come in varying sizes and capacities.[13]
  • By default player caravans will have a racial appearance that influences the types of animals that are moving the caravan.[13]

Naval caravans

Alpha-1 Никюа naval caravan 3D render.[17]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[13]Steven Sharif

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[18] Naval caravans allow the transportation of trading goods.[16]

 

Hijacking ships

Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[20]

Caravan inventory

Personal inventory limits[22][23] are tied to a backpack.[24] Material and gatherable items are subject to quantity rather than weight limits. Caravans and Mules are intended to be the primary mode of transportation of goods beyond these limits.[25][26]

  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[27]
  • Caravans will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[28]
    • In addition to expanded inventory capacity, caravans also provide ancillary benefits relating to successfully completing trade routes and other quests.[29]

Inventory capacity will be relatively limited for new characters.[29]

  • Inventory expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[29][30]
  • A player's inventory has sections for different types of items. Quest items for example will not fill a player's regular inventory capacity.[29]

Item stacks will in general have quantity limits based on the type of item.[25]

  • The stacking limit of potions might be one hundred. The stacking limit of food items might be 999 or 1000.[25]

Caravan components

Certificates to create a caravan are issued by certain NPCs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[31]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[31]

Initiating caravans

Players can initiate caravans (via a NPC) with the following parameters.[34]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[34]Steven Sharif

When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[34]Steven Sharif

Personal caravan initiation

Personal caravans can be launched from any point of storage.[15]

Naval caravan initiation

Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[19][13][16]

  • There will be a delay of one or two minutes while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[19][13]
  • The conversion structure does not benefit from damage mitigation points of land or naval caravans, so it's a very weak position to be in.[35]

At the point in which your character or model intersects with an ocean it will spawn a conversion mesh or a conversion structure; and there will be a period of time, up to several minutes depending on the capacity of the caravan with the resources and/or materials that is necessary for the conversion to take place; and then the naval caravan will be available; and you can intersect that line again with land to try to convert back to a land-based caravan[19]Steven Sharif

Mayors

Mayors are leaders of a node's government who control the development of that node.[37]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[34]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[34]

Only node citizens may be elected mayor.[39]

You may only ever be a citizen of a single node at a time.[39]Steven Sharif

Mayors gain new powers and responsibilities as their node advances.[42]

Leadership powers

Government officials have wide-ranging leadership powers.[44]

  • Declare war on another node and rally citizens to the cause.[45]
  • Enter into trade agreements.[45]
  • Directing assets.[47]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[49]
  • Governments may be able to choose a node name from a predetermined list.[50][51]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[47]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[52]Steven Sharif

Guilds do not control nodes.[53][54] Guild leaders (kings and queens) can become mayors of nodes.[39]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[47]
  • Only a certain number of guilds may participate in these roles.[47]
  • Separate guild roles are reserved for small, medium and large guilds.[47]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[47]

Caravan PvP

Caravans create an open PvP zone that flags players for combat (purple).[56]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[57][58][59]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[57]
  • A group will be required to successfully attack a caravan.[4][28]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[60]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[57]Steven Sharif

PvP seasons

Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[61]

Gear enhancement rewards

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[62][63]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[63]Джеффри Бард

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[64]Steven Sharif

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[4][65][66]

  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[67]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[68][66]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[66]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Ремесленники в Ashes of Creation должны выбрать путь развития в дереве ремесленных умений. Взаимная зависимость профессий устанавливает целую цепочку производства от сырья до готового продукта.[69] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[70]

  1. Получение сырья:[71]
  2. Очисткой сырья с помощью обрабатывающих профессий.[69]
  3. Крафтом готовых продуктов используя рецепты.

Как крафтер, вы захотите узнать, где можно создать предметы по определенным рецептам; какие узлы имеют возможность обрабатывать материалы, которые вы произвели или собрали; и тогда вы захотите спланировать свой маршрут, чтобы либо перевезти туда товар, либо убедиться, что вы находитесь в подходящем для сбора и постройки районе. Поэтому необходимо тщательное планирование.[74]Steven Sharif

Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[75]

Guild castles have three adjacent nodes in close proximity.[76][77]

Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[81]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[77]

  • Levelling castle nodes is a hastened process compared to regular nodes.[79]
  • At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[82][83]
    • During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[82]
    • The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[82][77]
    • Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[82]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[77]

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[77]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[76]

  • Only members of the occupying guild are citizens of these nodes.[84]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.

Caravan skins

Скины караванов ("Прокачай мой караван") доступны в косметическом магазине.[85]

List of caravan skins

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[86], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[75]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[87]

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.[88]

  • 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.[89]

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.[89]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[90]

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.[90]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[91]

I always feel that 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.[91]Steven Sharif

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