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Events: различия между версиями

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Версия от 05:32, 5 мая 2018

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.[1]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[2]

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.[3]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[3][4] There are several different types of events that are triggered due to certain conditions (predicates) being met.[5][6][1][7] Events are scaled to fit local, regional, and global needs.[8][9]

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.[10]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[11][3][12][13][14]
    • 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.[15][16][17]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[18][9]
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 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.[15]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[19]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[19]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[20]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[4]
  • There may be one-off events.[10]
  • Events do not target personal belongings such as freeholds.[6]

Адаптивный контент

Предварительный просмотр динамической точки интереса в пиратской тематике в альфе-1.[23]

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.[23]Jeffrey Bard

По мере развития узлов появляются новые точки интереса (такие как подземелья, мировые боссы и осквернённые области).[24][25] Этот контент адаптируется к прогрессу узла зоны влияния, в которой он находится.[23][26]

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.[9]

Seasonal events

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[5][6][1][7]

Объявления

Гоблины нападают на узел в рамках ивента в открытом мире.[1][11]

Сила монстров скалируется в зависимости от развития узла, предоставляя опору для изгнаников или возможность для смены власти.[35]Steven Sharif

В игре будут локальные, региональные и глобальные (серверные) объявления/оповещения о важных событиях.[35][36]

Уведомления о событиях будут распространяться разными методами в зависимости от события (его размера и уровня).[35]

  • Локальные события
    • Локальные события (такие как караваны)[38][39][40] могут предлагать игрокам поучаствовать через пользовательский интерфейс.[35]
    • Другие локальные события могут иметь слуховые или визуальные подсказки, позволяющие их обнаружить, при этом не используя пользовательский интерфейс.[35]
    • Локальные события, которые не были соответствующим образом сдержаны, могут получить развиться до регионального, или даже глобального масштаба.[35]
Важная вещь которую стоит отметить, говоря о событиях в целом, это уведомления которые будут отправляться игрокам. Игроки могут присоединиться к событиям так же, как они приняли бы квест. Вам будут показывать окошко "Хотели бы вы принять участие?", но это не всегда будет выглядеть именно так. Вы можете услышать как падают деревья в лесу, и это намекнет вам на то, что тут что-то происходит. Что-то не так. Обычно в этой области нет таких звуков, так что я пойду и проверю, что происходит. Так что события не всегда будут отражены в пользовательском интерфейсе. То, как игроки узнают о событии, может зависеть от его стадии. Например, пока событие разворачивается локально, оно может заявлять о себе только через видимые и слышимые проявления, и вам стоит принять участие уже на этом этапе; но когда событие будет прогрессировать (например, если вы не отреагировали вовремя), оно может перейти на региональный уровень, и тогда событие будет отправлять оповещения гражданам узла, с которым оно связано, или даже большему количеству игроков. События, находящиеся на глобальной стадии, тоже могут иметь видимые проявления - действительно большие, как, например, гигантская метель, которая влияет на некоторую область, т.к. событие не было вовремя сдержано; и это может повлиять на рост урожая, или изменить дороги и известные проходы, меняя маршруты караванов. Тут много моментов, в которых система условий информирует систему событий, а потом система событий реагирует на определенные условия.[35]Steven Sharif

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.[37]Steven Sharif

  • Региональные или глобальные события
    • О более масштабных событиях может быть объявлено всему региону, или даже всему миру.[35][36]

Monster coins

Monster coin concept art.[1]

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.[43]Steven Sharif

Pre-alpha monster coin system.[44]

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 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.[45]

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.[46][32][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.[1]

Monster coin events are system spawned events.[32][47]

  • They are structured in a way to prevent groups from gaming the system.[47]
  • 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.[48]
  • Server messages appear for players in the vicinity of these dynamic events.[49]
  • 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.[43]
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.[43]Steven Sharif

Древние are not going to be part of the monster coin system.[52]

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 attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[53]Steven Sharif

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[54]Aimi Watanabe

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.[55]

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.[10]

It 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'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, it's incumbent upon you to manifest that in the game.[57]Steven Sharif

История серверов

История каждого сервера будет отслеживаться и будет видна игрокам в библиотеке узлов.[59][60]

  • Писарь имеет возможность собирать и записывать информацию о событиях мира со своей точки зрения.[61]
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.[60]Jeffrey Bard

Предметы легендарного качества

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[62]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[64]Steven Sharif

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.[65]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[68][69]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[68]

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.[69]

A legendary weapon is easily distinguished by its visual appearance.[65]

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, 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.[65]Steven Sharif

Legendary items are not intended to be temporary.[70]

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.[70]Steven Sharif

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

Discovery of legendary items will unlock further chapters of the История мира.[72]

Mobile/web interface

Template:Mobile/web interface

Смотрите также

Ссылки

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Types of Events on Verra.
  2. Прямая трансляция, 2021-03-26 (23:33).
  3. 3.0 3.1 3.2 3.3 Подкаст, 2021-04-11 (23:36).
  4. 4.0 4.1 Прямая трансляция, 2017-05-03 (46:18).
  5. 5.0 5.1 5.2 Видео, 2023-09-29 (2:59).
  6. 6.0 6.1 6.2 Прямая трансляция, 2023-04-07 (37:56).
  7. 7.0 7.1 7.2 7.3 kickstarter events.png
  8. Прямая трансляция, 2022-04-29 (44:13).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 MMOGames interview, January 2017
  10. 10.0 10.1 10.2 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  11. 11.0 11.1 Прямая трансляция, 2022-04-29 (32:29).
  12. Прямая трансляция, 2020-06-26 (1:29:06).
  13. Our immersive world - Environments.
  14. Прямая трансляция, 2017-05-08 (20:27).
  15. 15.0 15.1 15.2 15.3 15.4 Прямая трансляция, 2021-06-25 (1:13:30).
  16. Прямая трансляция, 2021-03-26 (50:03).
  17. Прямая трансляция, 2020-11-08 (12:47).
  18. Видео, 2023-09-29 (9:40).
  19. 19.0 19.1 19.2 Прямая трансляция, 2023-09-29 (42:55).
  20. Прямая трансляция, 2023-09-29 (43:47).
  21. skotty-story-arc-3.png
  22. Подкаст, 2021-04-11 (54:35).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Прямая трансляция, 2021-03-26 (50:33).
  24. Прямая трансляция, 2021-03-26 (22:53).
  25. Прямая трансляция, 2017-11-17 (36:22).
  26. 26.0 26.1 26.2 26.3 26.4 Прямая трансляция, 2017-11-17 (18:29).
  27. 27.0 27.1 27.2 27.3 Прямая трансляция, 2022-04-29 (40:21).
  28. vak-map.png
  29. Прямая трансляция, 2022-04-29 (36:51).
  30. Прямая трансляция, 2017-05-10 (40:36).
  31. Видео, 2023-10-31 (34:12).
  32. 32.0 32.1 32.2 32.3 32.4 Прямая трансляция, 2022-04-29 (39:00).
  33. 33.0 33.1 kickstarter monster coins.png
  34. Прямая трансляция, 2022-04-29 (41:30).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 35.8 Прямая трансляция, 2022-04-29 (42:31).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Прямая трансляция, 2018-05-04 (48:14).
  37. 37.0 37.1 37.2 37.3 Интервью, 2018-08-17 (24:48).
  38. Интервью, 2020-03-27 (16:19).
  39. caravan UI.png
  40. Прямая трансляция, 2017-05-22 (40:40).
  41. 41.0 41.1 41.2 41.3 Прямая трансляция, 2021-04-30 (1:01:10).
  42. 42.0 42.1 Прямая трансляция, 2020-10-30 (1:01:00).
  43. 43.0 43.1 43.2 43.3 Прямая трансляция, 2022-07-29 (1:20:24).
  44. Видео, 2017-05-25 (0:02).
  45. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  46. Прямая трансляция, 2023-06-30 (1:50:52).
  47. 47.0 47.1 monster event spawned.png
  48. Прямая трансляция, 2017-05-26 (22:19).
  49. Прямая трансляция, 2017-05-03 (36:25).
  50. Прямая трансляция, 2017-05-03 (35:25).
  51. Прямая трансляция, 2021-06-25 (1:36:05).
  52. Подкаст, 2020-11-15 (47:12).
  53. Подкаст, 2020-11-15 (51:22).
  54. Видео, 2023-03-31 (28:11).
  55. Прямая трансляция, 2017-05-19 (37:03).
  56. Прямая трансляция, 2019-12-17 (1:10:30).
  57. Прямая трансляция, 2017-05-22 (28:02).
  58. Kickstarter packages.
  59. Blog: Know Your Nodes - Scientific Node Type
  60. 60.0 60.1 Интервью, 2018-04-20 (9:20).
  61. Прямая трансляция, 2017-05-26 (51:37).
  62. Интервью, 2020-07-18 (1:00:15).
  63. Интервью, 2020-07-19 (8:43).
  64. 64.0 64.1 64.2 64.3 64.4 Интервью, 2020-07-20 (21:57).
  65. 65.0 65.1 65.2 65.3 Прямая трансляция, 2018-04-8 (PM) (55:49).
  66. Прямая трансляция, 2020-07-25 (46:08).
  67. Прямая трансляция, 2021-03-26 (1:02:06).
  68. 68.0 68.1 Прямая трансляция, 2022-03-31 (1:15:02).
  69. 69.0 69.1 Прямая трансляция, 2017-05-15 (38:08).
  70. 70.0 70.1 Прямая трансляция, 2018-07-09 (25:34).
  71. Прямая трансляция, 2018-04-8 (PM) (51:49).
  72. Прямая трансляция, 2017-05-19 (44:18).