Quests

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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Quests in Ashes of Creation are divided into three categories: Events, Tasks and Narrative quests.[3][4][5]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[5]

Questing will be placeholder until Alpha-2.[7][8]

List of quests

info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.
Quest Location Quest giver XP reward Steps
A Mountain Hike Sir Jansen 5,200 7
A New World Alpha-1 starting area Given by default 10 1
A Place Like No Other Alpha-1 starting area Sergeant Landry 1,700 2
Aiding the Order Alpha-1 starting area Jhal 350 2
Arrows to the Corporal Alpha-1 starting area Lieutenant Griori 10 3
Becoming Skilled Alpha-1 starting area Lieutenant Griori 10 2
Cave Survey Alpha-1 starting area Corporal Cuhlum 4,000 4
Crafting a Sword Alpha-1 starting area Blacksmith 3,000 8
Crafting a Wand Alpha-1 starting area Blacksmith 3,000 8
Finding a Foothold Alpha-1 starting area Given by default 65 3
Gather Nightbloom Alpha-1 starting area Eswyn 4,000 6
Hidden Inferno Alpha-1 starting area Lieutenant Griori 18,600 10
Honoring Ancestors Alpha-1 starting area Attendant Wynden 3,000 3
Lesson One: Zoology Alpha-1 starting area Scholar Rhea 2,400 7
Lesson Two: Botany Alpha-1 starting area Scholar Rhea 2,400 5
Magical Ice Alpha-1 starting area Olexia Fobrasna 18,600 4
Meet the Headmaster Alpha-1 starting area Lieutenant Griori 1,700 1
Narrative: A Burden to Bear, part I Near Ruins of Restless Spirits Mysterious Corpse 7,700 2
Narrative: A Burden to Bear, part II Changeling Girl 7,700 4
Prepare to Craft Alpha-1 starting area Blacksmith 10 2
Seeping Poison Alpha-1 starting area Headmaster Varus 18,600 3
Talking Shop Alpha-1 starting area Merchant 10 2
Task: Perimeter Patrols Alpha-1 starting area Lieutenant Griori 1,700 4
Task: Predator or Prey? Alpha-1 starting area Lieutenant Griori 1,700 2
The Apparition Alpha-1 starting area Location based 18,600 10
The Final Lesson Alpha-1 starting area Scholar Lodi 3,000 9
The Warrior's Prayer Alpha-1 starting area Attendant Wynden 3,000 5

List of quest givers

info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.

List of quest rewards

info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.
Item Icon Item type Rarity Level requirement Set
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15

Alpha-1 PvE content

PvE-контент в Alpha-1:

Сейчас в игре более 200 квестов. Там куча подземелий. Мы переработали все бои с боссами. Те драконы, которых вы видите в осаде, также находятся в мире — тоже часть открытого мира. Будет немного другое — в осадных версиях есть некоторые дополнительные механики по сравнению с теми, которые есть в мире, но есть много крутых вещей, которые можно получить в обеих из них, поэтому обязательно проверьте их и выследите их.[9]Джеффри Бард

Events

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[17]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[18]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[19]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[19][20] They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world.[17][21] Events are scaled to fit local, regional, and global needs.[22][5]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[5]
Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[27]
Some of the events that spawn have consequences that lead to node attacks; and enemies have a particular type of hate list on certain buildings that a node may have access to when they attack during an event; and that hate list might relate to- or that building choice might relate to something that is indicative of the storyline for that particular event; or it could be something that is more pivotal to the defense of the city. If the city doesn't respond to these types of things that might weaken them for potential player attacks afterwards.[30]Steven Sharif
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[28][34][35]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[28]Steven Sharif
  • If events don't occur within a certain time period, they could occur randomly.[20]
  • There may be one-off events.[27]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[36]

Event types

There are a variety of different types of events that occur based on random chance and other interdependencies.[17]

Monster coin events

Pre-alpha monster coin system.[42]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[43]

Monster coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[30][33]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[17]

Monster coin events are system spawned events.[30][32]

  • They are structured in a way to prevent groups from gaming the system.[32]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[44]
  • Server messages appear for players in the vicinity of these dynamic events.[45]
  • Drop tables are disabled for player controlled monsters.[46]
  • Древние are not going to be part of the monster coin system.[47]
  • Monster coins only allow a character to participate in events on their own server.[48]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[49]Steven Sharif

Tasks

Tasks are quests without excessive amounts of text.[50]

  • Tasks refer to node-based objectives that are narrative based.[50]
  • Tasks come and go in regional areas; and react to events in the world.[50]

Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).[5]

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[5]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]

The world of Верра will be the same on each server, but Узлы will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[51]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[27]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[53]Steven Sharif

Story arcs

Story arcs drive narratives that play out on a particular server. Within these story arcs are specific points that can pivot to tell different stories based on predicates in the world.[54][55][56]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[55]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[57]Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[59]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[60]

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[61]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[61]Steven Sharif

Epic/legendary quests

Epic and Legendary quests affect the narrative of the game.[4] These quests will unlock gated content.[64]

История серверов

История каждого сервера будет отслеживаться и будет видна игрокам в библиотеке узлов.[66][67]

  • Писарь имеет возможность собирать и записывать информацию о событиях мира со своей точки зрения.[68]
Мы будем записывать историю мира для того, чтобы иметь возможность рассказать людям историю до сегодняшнего дня. Новый игрок, присоединившийся спустя полгода после старта, сможет посмотреть на каждый сервер, чего он достиг, в какую сторону двигался сюжет на сервере; и они смогут сами решить, к какому сообществу им присоединиться; в какой версии мира они хотели бы поучаствовать.[67]Джеффри Бард

Daily quests

Daily quests will not be the same as past experiences.[69]

  • There will not be an obligation to log each day.[69]
  • Will likely not be RNG based.[69]
  • Focused around how changes in the world relate to a player's opportunities.[69]
  • Location matters due to the lack of fast travel.[69]

I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then you know if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur.[69]Steven Sharif

Гринд

Повторяемость не будет частью прокачки в Ashes of Creation.[70]

Расовые задания

Задания могут основываться на расе персонажа.[72]

Различные задания могут выдаваться той расой, чей вклад в опыт узла оказался наибольшим. Это не значит, что какой-то контент окажется заблокированным, просто задания будут иметь разные тона.[72]

Могут быть даже разные направления одного задания для разных рас, и даже пусть вы делитесь заданием убить босса, если вы играете за человека, а я - за эльфа, у меня потенциально может иметься альтернативная сюжетная линия задания, ведущая в ином направлении, чем у вас, хоть мы и взяли одно задание. Это может зависеть от того, чья культура привнесла больший вклад в развитие узла, разблокировав различные сюжетные линии для культур одной основной культуры узла - это не будет закрывать доступ к контенту, а создаст различные тона и различные направления, чтобы кругом не было сплошных шаблонов.[72]Стивен Шариф

Раса имеет значение, потому что у повествования есть ветви, на которые влияет культура, внёсшая больший вклад в развитие узла... Если вы Никюа и вы находитесь в узле, принадлежащем преимущественно Никюа, вам как представителю этой расы будут доступны определённые услуги и/или способности, доступа к которым может не быть у других рас... У них могут быть альтернативные линейки заданий, но конкретно ваши им доступны не будут. Потом эти характерные для Никюа задания окажут влияние на мета-повествование, существующее в мире, и они станут его направлять. Это будет преимуществом для вашей расы, поскольку разблокирует определённый контент, который прочие расы ещё не разблокировали. Так что есть смысл развиваться в этом направлении, чтобы сдержать прогресс доминирующей расы.[73]Стивен Шариф

Задания, характерные для определённых расы, титула или гильдии скорее всего будут составлять менее 10% от общего количества заданий. 90% заданий смогут взять все игроки.[74]

Расы неигровых персонажей

Неигровые персонажи будут по-разному реагировать на разные метки персонажа.[72]

  • К примеру, неигровые персонажи-эльфы будут общаться с людьми иначе, нежели с эльфами.

Class-specific quests

There will be class-specific quests in Ashes of Creation.[75]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[75]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[76]Steven Sharif

Озвучка

У НИП будут озвученные приветствия.[77][78]

  • Цепочек заданий с озвучкой закадрового текста на данный момент не планируется.[77]
  • Добавление озвучивания в игру на более поздних этапах - достаточно косметическое изменение.[77]

Трудно ли будет добавить позже озвучивание? Нет, определённо нет... это достаточно косметическое изменение.[77]Steven Sharif

Озвучка это забавная роскошь, но она не только дорогая, но и требует много логистики.[79]Steven Sharif

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[80]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[81]
  • 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.
  • Дороги will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[82]

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.[81]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[83]

Mayoral quests

Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their 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.[84]

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[85]

There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[85]Steven Sharif

Quests and reputation

Хорошие действия, такие как участие в строительстве цивилизации, могут привести к тому, что этот персонаж получит положительную репутацию Узла. Предпринятые плохие действия, такие как провал определенных квестов, могут привести к получению отрицательной репутации. Эта репутация приобретается или теряется в зависимости от узла.[85]

  • Неигровые персонажи могут по-разному реагировать на игроков в зависимости от их репутации узла.[85][86]
  • Отрицательная репутация также может открывать определенные линии квестов в которых заинтересованы более темная и захудалая сторона мира.[85]
  • Чрезмерно отрицательная репутация может привести к тому, что персонаж будет считаться «врагом государства» узла.[85]

Чем больше задач, связанных с добрым мировоззрением или строительством цивилизации, которые вы выполняете, тем выше положительная репутация. Но если у вас низкая или плохая репутация, вы можете считаться врагом государства узла. Вас могут счесть плохим игроком, и это может повысить цены для вас, но это также может открыть определенные линии квестов, в которых заинтересованы более темная, более захудалая сторона мира. [85]Steven Sharif

Soloable quests

Questing may be individual and group oriented.[2]

Collection quests

There will be collection quests.[91]

Quest givers

Alpha-1 early quest giver nameplate indicator.[1]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[3]Steven Sharif

Quest giver Неигровые персонажи in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[3]

  • Quest givers are identified by a green shimmer on their nameplates.[3]

Quest markers

There will be subtle ways that players will acquire knowledge that something is to be done in an area.[92]

  • There are not going to be obvious quest markers such as question marks and exclamation marks telling players where to turn.

Quest sponsorship

Players can sponsor quests on a bulletin board.[93]

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[95][96]

  • Dying removes a significant portion of a player's corruption score.[97]
  • Gaining experience will also slowly reduce a player's corruption score.[95]
    That creates a fun kind of experience for the bounty hunters to try to catch you while you're working it off.[95]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[98][97]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[99]
  • Corruption duration is reduced in military nodes.[100]

Адаптивный контент

Предварительный просмотр Alpha-1 в пиратской тематике, динамическая достопримечательность.[101]

На самом деле это динамический POI. Этот будет развиваться по мере того, как игроки будут развивать узел, к которому он привязан. Итак, это своего рода его конечное состояние.[101]Джеффри Бард

Новые достопримечательности (такие как подземелья, мировые боссы, и поврежденные области) появляются по мере развития узлов.[102][103] Этот контент адаптируется к прогрессу узла зоны, в которой он находится.[101][104]

Определенные подземелья и другие достопримечательности на карте будут затронуты развитием узлов сервера. Некоторые подземелья будут разблокированы, только если узлы будут развиты до определенных этапов. Таблицы выпадения в области и подземельях также будут привязаны к прогрессу в определенных областях. Цели сюжетной линии для игроков внутри подземелий также будут зависеть от путей сюжетной линии, выбранных через систему узлов. Таблицы дропа в локациях и подземельях также будут привязаны к прогрессу в определенных локациях. Например, предположим, что люди построили узел в Регионе А, и открылась сюжетная линия, которая приводит игроков к осмотру руин (подземелья) близлежащей области. И пусть этот узел разрабатывался в научной (крафтовой) зоне… Задолго до того, как узел был разработан, это подземелье было доступно... Но теперь подземелье распространило новые активы монстров, которые включают в себя стол выпадения, ориентированный на крафт, из-за развития этого научного узла. И, возможно, в разных комнатах подземелья появляется новый босс, который включает разные старты приключенческих квестов. Например, загадочный предмет с сюжетной линией, которую можно продвинуть только в том случае, если узел развивается до стадии мегаполиса в определенном регионе по всему миру. Наша система настолько обширна, когда дело доходит до взаимодействия и того, как мир реагирует на игроков.[5]

Зоны и прокачка

Подземелья, рейды, мировые боссы, мобы, квесты, события, ресурсы, сюжет и другой контент в зоне влиянияузла будет иметь разнообразный уровень который будет увеличиваться с развитием данного узла и рассвого влияния.[105][106][107]

У нас нет зоны только 25 уровня. Вместо этого, в зоне могут быть немного созданий 10г уроыня рядом с дорогой, немного созданий 20 уровня глубоко в лесу и немного созданий 30 уровя в горах. Соотношения количества созданий будут меняться в зависимотси от узла на котором они расположены, становясь более опасными с развитием узла. Все цивилизации привлекают внимание того-чего-быть-не-должно. Это не означает что пустынные места безопасны. Но некоторые могут быть безопаснее, но везде будут опасности которых будут опасаться даже опытные путешественники.[27]Steven Sharif

Лор

Ashes of Creation логотип.[108]

Название Ashes of Creation является прямой отсылкой к сюжету. Не выдавая слишком многого, феникс будет постоянным символом во время первой фазы сюжета, и мир в котором будут обитать игроки давно утерян в результате страшной катастрофы.[109]Джеффри Бард

Феникс — небесное воплощение богини творения. Ее жертва защитила жителей Верры во время апокалипсиса.[110]Steven Sharif

История мира Ashes of Creation состоит из нескольких частей.[56]

Эти сюжетные арки продвигают одну или несколько линий квестов.[56]

Мы принимаем историю мира очень близко к сердцу, потому что она очень богата. Она разнообразна. Она будет иметь применение и помимо MMORPG. Мы собираемся повести ее значительно дальше, но я хочу чтобы это было чем-то таким что игроки открывают сами, а не просто выдается игроку и становится неинтересным. При испытании истории игроки должны ощущать что она относится к ним на личном уровне.[111]Steven Sharif

История про мифологию и открытие правды о которой говорят мифы и выяснение того что на самом деле случилось в этом мире давным-давно; это часть процесса исследования; и мы хотим чтобы игроки ощущали это всю игру, причем не только касаемо истории мира, но и собственно самого мира.[112]Джеффри Бард

Screenshots

Смотрите также

Примечания

  1. 1.0 1.1 Видео, 31 May 2020 (6:25).
  2. 2.0 2.1 2.2 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 Видео, 31 May 2020 (5:25).
  4. 4.0 4.1 Стрим, 15 May 2017 (20:58).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 MMOGames interview, January 2017
  6. Стрим, 24 September 2021 (1:22:01).
  7. 7.0 7.1 Blog: Creative Director's Letter, October 16 2020
  8. 8.0 8.1 Newsletter, 7 August 2018
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Стрим, 30 April 2021 (41:18).
  10. Стрим, 26 March 2021 (42:28).
  11. Интервью, 7 February 2021 (35:30).
  12. 12.0 12.1 steven-siege-zone.png
  13. 13.0 13.1 13.2 Стрим, 26 March 2021 (39:08).
  14. Подкаст, 11 April 2021 (49:40).
  15. Blog: Creative Director's Letter, April 14 2021
  16. Видео, 30 April 2021 (13:02).
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 Types of Events on Verra.
  18. Стрим, 26 March 2021 (23:33).
  19. 19.0 19.1 19.2 Подкаст, 11 April 2021 (23:36).
  20. 20.0 20.1 Стрим, 3 May 2017 (46:18).
  21. 21.0 21.1 21.2 kickstarter events.png
  22. Стрим, 29 April 2022 (44:13).
  23. Стрим, 29 April 2022 (32:29).
  24. Стрим, 26 June 2020 (1:29:06).
  25. Our immersive world - Environments.
  26. Стрим, 8 May 2017 (20:27).
  27. 27.0 27.1 27.2 27.3 Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  28. 28.0 28.1 28.2 28.3 28.4 Стрим, 25 June 2021 (1:13:30).
  29. Стрим, 30 January 2020 (1:32:12).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 30.8 Стрим, 29 April 2022 (39:00).
  31. Стрим, 29 April 2022 (42:31).
  32. 32.0 32.1 32.2 monster event spawned.png
  33. 33.0 33.1 33.2 kickstarter monster coins.png
  34. Стрим, 26 March 2021 (50:03).
  35. Стрим, 8 November 2020 (12:47).
  36. Подкаст, 11 April 2021 (54:35).
  37. vak-map.png
  38. Стрим, 29 April 2022 (36:51).
  39. Стрим, 5 May 2017 (40:36).
  40. 40.0 40.1 40.2 40.3 Стрим, 29 April 2022 (40:21).
  41. Стрим, 29 April 2022 (41:30).
  42. Видео, 25 May 2017 (0:02).
  43. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  44. Стрим, 26 May 2017 (22:19).
  45. Стрим, 3 May 2017 (36:25).
  46. Стрим, 3 May 2017 (35:25).
  47. Подкаст, 15 November 2020 (47:12).
  48. Стрим, 25 June 2021 (1:36:05).
  49. Подкаст, 15 November 2020 (51:22).
  50. 50.0 50.1 50.2 Стрим, 12 May 2017 (42:17).
  51. Стрим, 19 May 2017 (37:03).
  52. Стрим, 17 December 2019 (1:10:30).
  53. Стрим, 22 May 2017 (28:02).
  54. 54.0 54.1 54.2 54.3 54.4 Стрим, 29 April 2022 (1:05:37).
  55. 55.0 55.1 55.2 55.3 55.4 Стрим, 31 March 2022 (1:15:29).
  56. 56.0 56.1 56.2 56.3 56.4 56.5 56.6 56.7 56.8 56.9 Стрим, 18 January 2018 (39:08).
  57. 57.0 57.1 Стрим, 30 May 2019 (1:18:16).
  58. 58.0 58.1 Стрим, 26 May 2017 (15:37).
  59. 59.0 59.1 Видео, 5 April 2018 (35:01).
  60. 60.0 60.1 60.2 60.3 Стрим, 31 October 2017 (29:50).
  61. 61.0 61.1 61.2 Интервью, 20 October 2018 (2:36:25).
  62. Стрим, 25 July 2020 (1:50:20).
  63. Стрим, 26 March 2021 (1:12:51).
  64. Стрим, 8 May 2017 (50:32).
  65. Kickstarter packages.
  66. Blog: Know Your Nodes - Scientific Node Type
  67. 67.0 67.1 Интервью, 20 April 2018 (9:20).
  68. Стрим, 26 May 2017 (51:37).
  69. 69.0 69.1 69.2 69.3 69.4 69.5 Интервью, 17 August 2018 (23:47).
  70. 70.0 70.1 70.2 Стрим, 15 Мая 2017 (26:13).
  71. Интервью, 24 Августа 2018 (4:15).
  72. 72.0 72.1 72.2 72.3 Подкаст, 23 апреля 2018 (29:56).
  73. Интервью, 11 мая 2018 (1:00:19).
  74. Стрим, 26 июля 2019 (1:13:23).
  75. 75.0 75.1 75.2 Подкаст, 11 April 2021 (44:29).
  76. Подкаст, 11 April 2021 (46:10).
  77. 77.0 77.1 77.2 77.3 Интервью, 20 октября 2018 (2:22:09).
  78. Стрим, 8 апреля 2018 (AM) (25:12).
  79. Стрим, 8 апреля 2018 (AM) (24:14).
  80. Стрим, 28 July 2017 (19:43).
  81. 81.0 81.1 caravan zerg.png
  82. Стрим, 9 February 2018 (45:48).
  83. 83.0 83.1 83.2 83.3 Видео, 15 July 2019 (2:12).
  84. 84.0 84.1 Интервью, 8 July 2020 (1:04:05).
  85. 85.0 85.1 85.2 85.3 85.4 85.5 85.6 85.7 Стрим, 23 December 2021 (1:26:36).
  86. npc rep.jpg
  87. Стрим, 28 February 2020 (1:14:38).
  88. Стрим, 17 November 2017 (29:45).
  89. City hall.
  90. assassination.jpg
  91. Стрим, 26 May 2017 (48:48).
  92. Стрим, 22 May 2017 (52:39).
  93. Стрим, 31 October 2017 (30:34).
  94. Стрим, 9 July 2018 (20:41).
  95. 95.0 95.1 95.2 Интервью, 18 July 2020 (44:35).
  96. Интервью, 27 April 2017 (0:17).
  97. 97.0 97.1 Интервью, 19 July 2020 (30:51).
  98. steven-removing-corruption.png
  99. Стрим, 4 June 2018 (2:18).
  100. pvp corruption duration.png
  101. 101.0 101.1 101.2 101.3 101.4 101.5 101.6 Стрим, 26 March 2021 (50:33).
  102. Стрим, 26 March 2021 (22:53).
  103. Стрим, 17 November 2017 (36:22).
  104. 104.0 104.1 104.2 104.3 104.4 Стрим, 17 November 2017 (18:29).
  105. Интервью, 19 July 2020 (19:35).
  106. Стрим, 15 May 2017 (30:53).
  107. Blog - Know Your Nodes - The Basics.
  108. Ashes of Creation Press Kit.
  109. Interview, 7 December 2016.
  110. steven-phoenix.png
  111. Видео, 5 April 2018 (37:50).
  112. Видео, 5 April 2018 (37:13).