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Events are things that happen in Ashes of Creation as the result of development in the world.[1] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[2] Events are public quests that are scaled to fit local, regional, and global needs.[3]

  • Events that are taken care of successfully have positive consequences.[3]
  • Events that reach a fail condition have negative consequences,[3] such as natural disasters.[4]
  • There may be one-off events.[5]
  • If events don't occur within a certain time period, they could occur randomly.[1]

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).[3]

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.[5]

Ashes of Creation will have seasonal events, quests, and holidays.[6]

Cinematic events

There will be cinematic events in Ashes of Creation.[7]

Adaptive content

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[8] This content adapts to the development of the zone it is in.[9]

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.[3]

Seasonal events

Vaelune-tines day 2019 concept art.[10]

Seasonal events (holidays) in Ashes of Creation are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[11][6]

For example, this upcoming cosmetic bundle that's going to be available during the time of Halloween won't necessarily be pumpkins and candy corn type of cosmetics, but instead will be a bit darker. That way it can still be relevant to real world. And then additionally it may be possible as we localize and culturalize for other territories that we have the same philosophy with region-specific events.[11]Стивен Шариф

Events may bring seasonal change.[12]

  • A winter dragon may appear because a node has developed to stage 4. That dragon may bring eternal winter until it is killed.


Будут проводиться глобальные (серверные) объявления/оповещения о важных событиях.[13]

Локальные события узлов, такие как караваны объявляться не будут. Они должна будут передаваться из уст в уста самими игроками.[13]

Будь это осадой или сработавшим событием против города или уникальной возможностью для подземелья... Такого типа вещи будут включать оповещения. Особенно граждан города; где вы и будете проинформированы о наступающем событии. В общем, это предоставит вам время.[14]Стивен Шариф

Monster coins

Monster coins enable players to play as monsters within the event system. This ranges from playing friends as a horde of zombies, to becoming a massive dragon.[16]

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.[17]

Monster coin events are system spawned events.[18]

  • They are structured in a way to prevent groups from gaming the system.[18]
  • 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.[19]
  • Server messages appear for players in the vicinity of these dynamic events.[20]
  • Drop tables are disabled for player controlled monsters.[21]

Прокачка в системе монет монстров

Система позволит поднимать уровень навыков монстра игрока в зависимости от того как часто тот участвует в событиях с монетами монстров.[22]

В Ashes of Creation большое количество мировых событий строится вокруг реакции окружения на игрока. Это значит что пока игроки исследуют мир и развивают цивилизацию вокруг, окружение отвечает на эти подвижки генерацией динамических событий и атак монстров на развивающиеся города. Эти события бывают трёх уровней: Legion, Elite и Epic.[23]

С прогрессом узла усиливаются и монстры.[24] Есть уровни событий, отображающие мощь монстров которые там будут.[16]

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.[25]

Guild castles influence a castle region around them.[26]

Guild castles impose a tax on all revenue for the nodes within its region.[31]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[32]
  • Part of the tax and resources gathered are applied to the castle for improvements.[33][34]
  • The remainder of tax income can be used by the guild for whatever they want.[35]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[36]

GM run events

There will not be GM (game master) run events initially, but the systems are in place to add these in the future.[37]

Player driven narrative

The world of Verra 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.[38]

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.[5]

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.[39]Стивен Шариф

История серверов

История каждого сервера будет отслеживаться и видна игрокам.[40]

Мы будем записывать историю мира для того чтобы иметь возможность рассказать людям историю до сегодняшнего дня. Новый игрок, присоединившийся спустя полгода после старта может посмотреть на каждый сервер, что сделали люди на этом сервере, как каждый из серверов справился с повествованием; и они могут сами решить к какому сообществу им присоединиться; в какой версии мира они хотели бы поучаствовать.[40]Джеффри Бард


At the Village stage, the scientific node's unique building is the Library. Players can use the Library to access information, including (but not limited to) the following:[41]

Legendary items

Discovery of legendary items will unlock further chapters of the Лор.[42]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[43]

A legendary weapon is easily distinguished by its visual appearance.[44]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[44]Стивен Шариф

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[44]

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[44]Стивен Шариф

Legendary items are not intended to be temporary.[45]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[45]Стивен Шариф

Mobile/web interface

A mobile application and web interface allows players who are not logged into the game to have authority over certain services and mechanics.[47][48] Some functionality may come post-launch.[49]

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[49]Джеффри Бард

Смотрите также


  1. 1.0 1.1 Стрим, 3 May 2017 ({{#regex:46m18|/[hm/|:}}).]
  2. kickstarter events.png
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 MMOGames interview, January 2017
  4. Стрим, 30 January 2020 ({{#regex:1h32m12|/[hm/|:}}).]
  5. 5.0 5.1 5.2 Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  6. 6.0 6.1 Стрим, 5 May 2017 ({{#regex:40m36|/[hm/|:}}).]
  7. Стрим, 27 September 2018 ({{#regex:43m21|/[hm/|:}}).]
  8. Стрим, 17 November 2017 ({{#regex:36m22|/[hm/|:}}).]
  9. 9.0 9.1 9.2 9.3 9.4 Стрим, 17 November 2017 ({{#regex:18m29|/[hm/|:}}).]
  10. vaelunetines-day.png
  11. 11.0 11.1 Интервью, 20 October 2018 ({{#regex:7m31|/[hm/|:}}).]
  12. Стрим, 8 May 2017 ({{#regex:20m27|/[hm/|:}}).]
  13. 13.0 13.1 13.2 13.3 13.4 Стрим, 4 Мая 2018 ({{#regex:48m14|/[hm/|:}}).]
  14. 14.0 14.1 14.2 Интервью, 17 Августа 2018 ({{#regex:24m48|/[hm/|:}}).]
  15. Видео, 25 May 2017 ({{#regex:0m02|/[hm/|:}}).]
  16. 16.0 16.1 kickstarter monster coins.png
  17. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  18. 18.0 18.1 monster event spawned.png
  19. Стрим, 26 May 2017 ({{#regex:22m19|/[hm/|:}}).]
  20. Стрим, 3 May 2017 ({{#regex:36m25|/[hm/|:}}).]
  21. Стрим, 3 May 2017 ({{#regex:35m25|/[hm/|:}}).]
  22. monster coin leveling.png
  23. Стрим, 3 Мая 2017 ({{#regex:31m46|/[hm/|:}}).]
  24. Стрим, 3 Мая 2017 ({{#regex:36m25|/[hm/|:}}).]
  25. Blog: 10 facts about castle sieges in the MMORPG.
  26. castle-influence.png
  27. castle-taxes2.png
  28. 28.0 28.1 castle-region.png
  29. region-overlap.png
  30. castle-metro.png
  31. castle-taxes.png
  32. castle-power.png
  33. castle-resources.png
  34. castle-taxes3.png
  35. castle-taxes4.png
  36. castle-taxes5.png
  37. Стрим, 4 June 2018 ({{#regex:22m27|/[hm/|:}}).]
  38. Стрим, 19 May 2017 ({{#regex:37m03|/[hm/|:}}).]
  39. Стрим, 22 May 2017 ({{#regex:28m02|/[hm/|:}}).]
  40. 40.0 40.1 Интервью, 20 Апреля 2018 ({{#regex:9m20|/[hm/|:}}).]
  41. 41.0 41.1 Blog: Know Your Nodes - Scientific Node Type
  42. Стрим, 19 May 2017 ({{#regex:44m18|/[hm/|:}}).]
  43. Стрим, 15 May 2017 ({{#regex:38m08|/[hm/|:}}).]
  44. 44.0 44.1 44.2 44.3 Стрим, 8 April 2018 (PM) ({{#regex:55m49|/[hm/|:}}).]
  45. 45.0 45.1 Стрим, 9 July 2018 ({{#regex:25m34|/[hm/|:}}).]
  46. Стрим, 8 April 2018 (PM) ({{#regex:51m49|/[hm/|:}}).]
  47. Стрим, 18 January 2018 ({{#regex:30m18|/[hm/|:}}).]
  48. 48.0 48.1 Стрим, 17 November 2017 ({{#regex:11m00|/[hm/|:}}).]
  49. 49.00 49.01 49.02 49.03 49.04 49.05 49.06 49.07 49.08 49.09 49.10 Стрим, 4 May 2018 ({{#regex:54m09|/[hm/|:}}).]
  50. Стрим, 9 May 2017 ({{#regex:28m57|/[hm/|:}}).]
  51. Стрим, 17 November 2017 ({{#regex:9m49|/[hm/|:}}).]
  52. Стрим, 17 November 2017 ({{#regex:11m53|/[hm/|:}}).]