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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]

Alpha-2 quest journal user interface early preview.[3]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4]Colby Marchi

Quests in Ashes of Creation are divided into three categories: Events, Tasks and Narrative quests.[5][6][7]

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).[7]

Questing will be placeholder until Alpha-2.[9][10]

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 Winstead Sir Jansen 5,200 7
A New World Стартовая зона в Alpha-1 Given by default 10 1
A Place Like No Other Стартовая зона в Alpha-1 Sergeant Landry 1,700 2
Aiding the Order Стартовая зона в Alpha-1 Jhal 350 2
Arrows to the Corporal Стартовая зона в Alpha-1 Lieutenant Griori 10 3
Becoming Skilled Стартовая зона в Alpha-1 Lieutenant Griori 10 2
Cave Survey Стартовая зона в Alpha-1 Corporal Cuhlum 4,000 4
Crafting a Sword Стартовая зона в Alpha-1 Blacksmith 3,000 8
Crafting a Wand Стартовая зона в Alpha-1 Blacksmith 3,000 8
Finding a Foothold Стартовая зона в Alpha-1 Given by default 65 3
Gather Nightbloom Стартовая зона в Alpha-1 Eswyn 4,000 6
Hidden Inferno Стартовая зона в Alpha-1 Lieutenant Griori 18,600 10
Honoring Ancestors Стартовая зона в Alpha-1 Attendant Wynden 3,000 3
Lesson One: Zoology Стартовая зона в Alpha-1 Scholar Rhea 2,400 7
Lesson Two: Botany Стартовая зона в Alpha-1 Scholar Rhea 2,400 5
Magical Ice Стартовая зона в Alpha-1 Olexia Fobrasna 18,600 4
Meet the Headmaster Стартовая зона в Alpha-1 Lieutenant Griori 1,700 1
Narrative: A Burden to Bear, part I Winstead Mysterious Corpse 7,700 2
Narrative: A Burden to Bear, part II Na'ala Changeling Girl 7,700 4
Prepare to Craft Стартовая зона в Alpha-1 Blacksmith 10 2
Seeping Poison Стартовая зона в Alpha-1 Headmaster Varus 18,600 3
Tale of a Totem The Tower of Carphin 4000 8
Talking Shop Стартовая зона в Alpha-1 Merchant 10 2
Task: Perimeter Patrols Стартовая зона в Alpha-1 Lieutenant Griori 1,700 4
Task: Predator or Prey? Стартовая зона в Alpha-1 Lieutenant Griori 1,700 2
The Apparition Стартовая зона в Alpha-1 Location based 18,600 10
The Final Lesson Стартовая зона в Alpha-1 Scholar Lodi 3,000 9
The Warrior's Prayer Стартовая зона в Alpha-1 Attendant Wynden 3,000 5
They Deserved Better Remains of Oakenbane Keep 225 3

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.[5]Steven Sharif

Quest giver Неигровые персонажи in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[5]

  • Quest givers are identified by a green shimmer on their nameplates.[5]
  • Not every quest/quest-giver will originate from within a node.[11]

Quest markers

There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[12]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[12]

List of quest givers

Alpha-2 work-in-progress quest dialog designed by Colby Marchi.[13]

When you're servicing multiple dialogue trees that have many different options, this approach is really conducive to keeping those options front-and-center to the player: letting them see that and navigating through the dialogue tree with a very easy to interact with quest window.[13]Steven Sharif

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


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.[14]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[15]

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.[16]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[16][17] They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world.[14][18] Events are scaled to fit local, regional, and global needs.[19][7]

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).[7]
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.[24]
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.[27]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.[25][31][32]
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.[25]Steven Sharif
  • If events don't occur within a certain time period, they could occur randomly.[17]
  • There may be one-off events.[24]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[33]

Event types

There are a variety of different types of events that occur based on random chance and other interdependencies.[14]

Monster coin events

Monster coin concept art.[14]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[39]Steven Sharif

Pre-alpha monster coin system.[40]

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.[41]

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.[27][30]

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.[14]

Monster coin events are system spawned events.[27][29]

  • They are structured in a way to prevent groups from gaming the system.[29]
  • 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.[42]
  • Server messages appear for players in the vicinity of these dynamic events.[43]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[39]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[39]Steven Sharif

Древние are not going to be part of the monster coin system.[46]

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.[47]Steven Sharif


Tasks are quests without excessive amounts of text.[48]

  • Tasks refer to node-based objectives that are narrative based.[48]
  • Tasks come and go in regional areas; and react to events in the world.[48]

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).[7]

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[7]

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.[7]

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.[49]

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.[24]

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.[51]Steven Sharif

Сюжетные арки

Alpha-2 early preview of the story arc UI.[52]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[53]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[54]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[55]Skott B

Сюжетные арки are unlocked by various types of player activity within each server.[54][53][56]

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.[56]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.[60]Steven Sharif

Each chapter (phase) in a story arc can cause changes across the entire server, such as environments, monsters, Неигровые персонажи, Quests, and pathways.[62][55][57][58][59]

  • Players can progress within the timeframe that each chapter is active.[62]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[63]
    • The direction that the story arc proceeds as a whole depends on previous quest objectives that players complete.[63]
It's not just a matter of completing the laundry list of things that the NPC has you do, but you pick from a whole bunch of objectives, many of them optional. Some of them, if not most of them, hidden when you first undertake the quest. So go dig up a guide, or blaze your own trail, or whatever; but depending on which objectives you complete, those are the things that help the server aggregate what is going to happen in later phases of the story arc. And that's across all of the players participating during that time frame: what objectives they decide to complete.[63]Skott B
  • Most story arcs will repeat with a cooldown, but major story arcs will only occur one-time: These can be replayed, but in a non-interactive way where any choices made do not impact the world.[64]
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.[58]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.[65]

Сюжетные задания

Сюжетные задания can have multiple stages. These quest stages can actually be failed.[66]

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.[66]Steven Sharif

Эпические/легендарные задания

Эпический and Легендарный quests affect the narrative of the game.[6] These quests will unlock gated content.[69]

История серверов

История каждого сервера будет отслеживаться и будет видна игрокам в библиотеке узлов.[71][72]

  • Писарь имеет возможность собирать и записывать информацию о событиях мира со своей точки зрения.[73]
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.[72]Jeffrey Bard

Daily quests

Daily quests will not be the same as past experiences.[74]

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.[74]Steven Sharif


Повторяемость не будет частью прокачки в Ashes of Creation.[76]

Расовые задания

Задания могут основываться на расе персонажа.[78]

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.[78]

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.[78]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.[79]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.[80]

Расы неигровых персонажей

Неигровые персонажи будут по-разному реагировать на разные метки персонажа.[78]

  • К примеру, неигровые персонажи-эльфы будут общаться с людьми иначе, нежели с эльфами.[78]

Class-specific quests

There will be class-specific quests in Ashes of Creation.[81]

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.'[81]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.[82]Steven Sharif

Solo quests

Ashes of Creation provides gameplay options for solo oriented players.[84]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[84]Steven Sharif


У НИП будут озвученные приветствия.[87][88]

  • Цепочек заданий с озвучкой закадрового текста на данный момент не планируется.[87]
  • Добавление озвучивания в игру на более поздних этапах - достаточно косметическое изменение.[87]

Трудно ли будет добавить позже озвучивание? Нет, определённо нет... это достаточно косметическое изменение.[87]Steven Sharif

Озвучка это забавная роскошь, но она не только дорогая, но и требует много логистики.[89]Steven Sharif

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[90]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[91]
  • 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).[92]

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.[91]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[93]

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.[94]

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[95]

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.[95]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.[95]

  • Неигровые персонажи могут по-разному реагировать на игроков в зависимости от их репутации узла.[95][96]
  • Отрицательная репутация также может открывать определенные линии квестов в которых заинтересованы более темная и захудалая сторона мира.[95]
  • Чрезмерно отрицательная репутация может привести к тому, что персонаж будет считаться «врагом государства» узла.[95]

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. [95]Steven Sharif

Collection quests

There will be collection quests.[101]

Quest sponsorship

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Players can sponsor quests on a bulletin board.[102]

Removing player corruption

Концепт-арт кладбища за авторством Tad Ehrlich.[103]

Основным способом снятия скверны является смерть. Для того, чтобы сбросить всю скверну, может потребоваться несколько смертей.[104][105]

  • Смерть игрового персонажа снимает с него значительную часть значения уровня скверны.[106]
  • Получение опыта также постепенно снижает значение скверны игрока.[104]
    Это даёт охотникам за головами забавный опыт, когда они пытаются поймать игрока, пока тот занят сбросом с себя скверны.[104]Steven Sharif
  • Для снижения счёта убитых игроков осквернённого игрока может использоваться определённое задание, чтобы в будущем их уровень скверны накапливался медленнее.[107][106]
    • Изначально планировалось, что будет иметься возможность непосредственного снижения уровня скверны при помощи задания, связанного с религией.[108]
  • В военных узлах длительность действия скверны будет снижена.[109]

Адаптивный контент

Предварительный просмотр динамической точки интереса в пиратской тематике в альфе-1.[110]

На самом деле, это динамическая точка интереса. Она будет развиваться по мере того, как игроки будут развивать узел, к которому она привязана. Так что это её конечное состояние, можно сказать.[110]Jeffrey Bard

По мере развития узлов появляются новые точки интереса (такие как подземелья, мировые боссы и осквернённые области).[111][112] Этот контент адаптируется к прогрессу узла зоны влияния, в которой он находится.[110][113]

Определённые подземелья и другие достопримечательности на карте будут затрагиваться развитием узлов сервера. Некоторые подземелья будут разблокированы только если узлы разовьются до определённых этапов. Цели сюжетной линии для игроков внутри подземелий также будут зависеть от путей сюжетной линии, выбранных через систему узлов. Таблицы дропа в зонах и подземельях также будут привязаны к прогрессу в конкретных областях. Например, предположим, что люди построили узел в Регионе А, и открылась сюжетная линия, которая приводит игроков к исследованию руин (подземелья) в близлежащей области. К примеру, этот узел развивается в научной (промышленной) зоне… Это подземелье было доступно ещё задолго до того, как узел был развит… А теперь в подземелье появились новые виды монстров, которые включают в себя таблицы дропа, ориентированные на крафт, из-за развития этого научного узла. И, возможно, в какой-нибудь из комнат подземелья появится новый босс, к убийству которого привязаны несколько квестов. Например, загадочный предмет с сюжетной линией, которую можно продвинуть только в том случае, если в определённом регионе на другом конце карты определённый узел разовьётся до стадии мегаполиса. Наша система очень обширна в том, что касается взаимодействий и того, как мир реагирует на игроков.[7]

Зоны и развитие

Подземелья, рейды, мировые боссы, мобы, квесты, события, ресурсы, сюжет и другой контент в зоне влияния узла будет иметь различающийся уровень, растущий с развитием данного узла и расвого влияния.[114][115][116]

У нас нет просто «зоны 25-го уровня». Вместо этого, в зоне могут быть немного существ 10-го уровня возле дороги, немного существ 20-го уровня глубоко в лесу и немного существ 30-го уровня в горах. Соотношение количества созданий будет меняться в зависимости от узла, на территории которого они живут, становясь более опасными с его развитием. Все цивилизации привлекают внимание Того-что-не-должно-существовать. Это не означает, что необжитые места безопасны. Некоторые могут быть безопаснее, но вас везде могут подстерегать опасности, которых следует опасаться даже опытным путешественникам.[24]Steven Sharif

История мира

Ashes of Creation логотип.[117]

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.[118]Jeffrey Bard

Феникс — небесное воплощение богини творения. Ее жертва защитила жителей Верры во время апокалипсиса.[119]Steven Sharif

История мира Ashes of Creation состоит из нескольких частей.[59]

Эти сюжетные арки продвигают одну или несколько линий квестов.[59]

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.[121]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.[122]Jeffrey Bard


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