Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Points of interest

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Alpha-1 preview pirate themed dynamic point of interest.[1]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[1]Джеффри Бард

Alpha-1 preview pirate themed dynamic point of interest flythrough.[1]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[1]Steven Sharif

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]

World map

Ashes of Creation map.[6] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Верра. The diamonds are the starting settlements for the returning races.[7]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[6]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[8]Steven Sharif

The world of Верра features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[9] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[10]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[10]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[5]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[5]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[11]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[12]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[12]Steven Sharif

Дороги

Раннее превью дорог в альфе-1.[13]

Дороги в Верре могут быть как заранее сгенерированными, так и возникшими благодаря игрокам.[14]

  • Крупнейшие дороги именуются артериями. Это остатки некогда пронизывавшей всю Верру транспортной сети.[14]
  • По мере развития узлов более узкие дороги, именуемые венами, начинают соединять узлы и артерии.[14]
    • Дороги будут улучшаться по мере развития узла. Различные типы дорог будут устанавливать скорость и тип требуемого каравана (для следования по дороге или для бездорожья).[15]
  • В зависимости от этапа развития узла, от него начнут ветвиться капилляры, соединяющие узел с точками интереса.[14]
  • Дороги или пути не образуются в ландшафте из-за постоянного движения по одной и той же зоне.[14]

Наша внутриигровая система дорог изначально будет основываться на предварительно проложенных маршрутах, ведущих к основной артерии, которая когда-то была транспортной сетью Верры; после этого появятся дороги, образующиеся в результате развития узлов; мы называем их венами. Они отходят от основной артерии. По мере развития узлов появляются точки интереса, как ранее сказал Джефф. Эти точки интереса существуют по всему миру, и некоторые из них находятся на территории нескольких узлов сразу, но в зависимости от того, какой узел первым разовьётся до того уровня, при котором активируется точка интереса, к нему проляжет сеть, так сказать, дорог-капилляров. Итак, от основной артерии, древней крупной транспортной сети, проходящей через несколько зон, мы переходим к венам, ведущим к отдельным лагерям, деревням и городам, которые, в свою очередь, создают отдельные капилляры, ведущие к точкам интереса в этих зонах, то есть к охотничьим угодьям. Изначально они будут отсутствовать, и появятся только по мере развития мира игроками.[14]Steven Sharif

Наделы поблизости к дорогам размещать будет нельзя.[16]

Сезонные факторы могут влиять на доступность различных дорог.[17][18]

Различные препятствия могут блокировать дороги, и игрокам нужно будет их убирать, чтобы обеспечивать товаропоток.[18]

Маршруты в Подземный мир будут динамически открываться или закрываться (в зависимости от состояния узлов).[19]

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[20]

Landmarks

200 foot tall Пирийцы statues in Alpha-1.[21]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[21]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[21]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[21]Mat Broome

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[2]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[22]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[2]Джеффри Бард

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[22][2]

  • These are sources of NPC events that players need to address before they grow out of hand.[22]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[23]

  • There won't be nodes underwater or in the water.[24]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[25]

Economic regions are static areas defined by geographic points of interest.[26][27]

  • Castle regions are larger and encompass multiple economic regions.[26]
  • Узлы are the glue that hold castle and economic regions together in potential synergy or chaos.[28]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[26]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[29]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[27]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[30]

Guild castles influence a castle region around them.[31]

Guild castles impose a tax on all revenue for the nodes within its region.[35][36]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[35]Steven Sharif

Зоны и прокачка

Dungeons, Raids, World bosses, Мобы, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[43][11][44]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[45]Steven Sharif

Battlegrounds

Battlegrounds are where PvP battles occur in the open world.[46] These are open world PvP zones that flag players as Combatants (purple).[47]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[5]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[53]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[54]Steven Sharif

Иллюстрации

Смотрите также

Примечания

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Стрим, 26 March 2021 (50:33).
  2. 2.0 2.1 2.2 2.3 Стрим, 26 March 2021 (22:53).
  3. Стрим, 17 November 2017 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 Стрим, 17 November 2017 (18:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
  6. 6.0 6.1 Blog: Creative Director's Letter
  7. mapportals.png
  8. original ashes pathfinder map.png
  9. Интервью, 22 May 2017 (22:54).
  10. 10.0 10.1 The mighty beard!
  11. 11.0 11.1 Стрим, 15 May 2017 (30:53).
  12. 12.0 12.1 Стрим, 26 June 2020 (1:25:11).
  13. Стрим, 29 января 2021 (55:44).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Стрим, 29 января 2021 (1:13:04).
  15. Стрим, 9 февраля 2018 (45:48).
  16. Стрим, 19 мая 2017 (32:23).
  17. Стрим, 26 июня 2020 (1:29:06).
  18. 18.0 18.1 Стрим, 8 мая 2017 (20:27).
  19. Стрим, 30 октября 2020 (1:19:13).
  20. 20.0 20.1 20.2 Стрим, 25 July 2020 (46:08).
  21. 21.0 21.1 21.2 21.3 Стрим, 17 August 2018 (10:01).
  22. 22.0 22.1 22.2 Стрим, 26 March 2021 (50:03).
  23. Стрим, 8 April 2018 (AM) (18:29).
  24. Стрим, 8 April 2018 (PM) (1:01:28).
  25. About Ashes of Creation.
  26. 26.0 26.1 26.2 economic-regions.png
  27. 27.0 27.1 economic-regions1.png
  28. economic-regions-static.png
  29. 29.0 29.1 region-overlap.png
  30. Blog: 10 facts about castle sieges in the MMORPG.
  31. castle-influence.png
  32. castle-taxes2.png
  33. 33.0 33.1 castle-region.png
  34. castle-metro.png
  35. 35.0 35.1 35.2 35.3 Стрим, 30 April 2021 (1:01:10).
  36. castle-taxes.png
  37. Стрим, 28 August 2020 (1:39:02).
  38. castle-power.png
  39. castle-resources.png
  40. castle-taxes3.png
  41. castle-taxes4.png
  42. castle-taxes5.png
  43. Интервью, 19 July 2020 (19:35).
  44. Blog - Know Your Nodes - The Basics.
  45. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  46. 46.0 46.1 46.2 46.3 46.4 Стрим, 5 May 2017 (14:26).
  47. Стрим, 19 May 2017 (45:14).
  48. 48.0 48.1 Подкаст, 11 April 2021 (49:40).
  49. steven-siege-zone.png
  50. Стрим, 30 April 2021 (41:18).
  51. Blog: Creative Director's Letter, April 14 2021
  52. Стрим, 17 November 2017 (45:19).
  53. Стрим, 22 December 2020 (1:13:51).
  54. Видео, 30 April 2017 (5:31).