Carte du monde
The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[4] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[5]
- For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[5]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[6][7]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[8]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[9]
- Previously, detailed information about the world was only available through the Bibliothèque unique node building.[10]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[13][14][15]
- Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[14] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[16]
Verra
Le nom du monde d'Ashes of Creation est Verra.[17]
Shape of Verra
Le monde de Verra n'est pas plat,[18] mais on ne peut pas en faire le tour [19]
- La planète Verra n'est pas plate. Vous ne verrez peut-être pas de courbure à l'horizon, mais d'un point de vue théorique, l'univers de Verra adhère à certaines lois physiques de base que nous connaissons dans le monde réel, ce qui signifie qu'elle n'est pas plate.[18] – Steven Sharif
- There will not be world wrapping in Ashes of Creation.[19] – Steven Sharif
Biomes
There are approximately 18 biomes (environments) in Ashes of Creation.[25]
We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[26] – Michael Bacon
World size
480 km2 (kilomètres carrés) est la taille du monde approximative au lancement.[29] Ceci comprend le contenu aquatique et terrestre.[30]
- Les zones aquatiques sont considérées comme des zones jouables, mais la part exacte de zones terrestres versus aquatiques n'est pas connue pour le moment.[31]
Je ne connais pas la part exacte de terre versus eau, mais l'eau est également un environnement jouable et il y aura du contenu...[31] – Steven Sharif
- 100 km2 supplémentaires pourraient être occupés par l'Underrealm.[32]
480 km²; ce qui est plutôt vaste comparé à d'autres MMORPGs. Ceci dit, ça n'inclut pas les espaces superposés : c'est-à-dire l'Underrealm et la partie du monde qu'il recouvre, ce qui devrait facilement prendre environ une centaine de km² supplémentaire, j'imagine.[32] – Steven Sharif
- Il est attendu qu'un joueur sur sa mounture puisse traverser la totalité de la carte en quelques heures.[33]
- La carte de l'Alpha-0 était une zone de 4km x 4km (16 km2).[34]
- La carte de Ashes of Creation Apocalypse battle royale map était de 2.5km x 2.5km2 (6.25 km2).[35]
- La zone de la Forêt d'Erinthia couvrait approximativement 1/5ème de la carte originale.[36]
- La carte de l'Alpha-1 devrait couvrir 96 km2.[37]
Estimated travel times
Travel objective | Running.[13] | Mounted.[13] |
---|---|---|
From one end of a Métropole (organiser 6) node to the other | 2.83 minutes | 1.67 minutes |
From the center of a node to the center of its direct neighbor | 5 minutes | 3.5 minutes |
From the northernmost to southernmost points of a continent | 75 minutes | 50 minutes |
Historical map sizes
Testing phase | Map size (approximate) |
---|---|
Alpha-0 | 16 km2.[34] |
Ashes of Creation Apocalypse battle royale | 6.25 km2.[35] |
Ashes of Creation Apocalypse battle royale Forest of Erinthia | 1.25 km2.[36] |
Alpha-1 | 70 km2.[40] |
Alpha-2 | 220 km2.[40] |
Launch (original estimate) | 480 km2 [31][29][30] |
Launch (new estimate) | 1,200 km2 [2] |
Exploration
Players will be rewarded for exploring.[44][45][46]
- Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[45] – Steven Sharif
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests.[45]
- Certain relics can only be discovered through exploration.[45]
- Constellations may only be seen at certain times at specific locations.[45]
- It's widespread how exploration can affect many different progression paths within the game; and it's not just about visiting an area once and never coming back, because timing matters as well.[45] – Steven Sharif
- Travel times are important in Verra, but it will be easy to get lost or distracted by threats and opportunities.[44][47]
- Threats can come in the form of monsters, events, and Open-world PvP.[44][48][49]
- Opportunities include resources (gathering, transporting, storing, and trading), points-of-interest, achievements, and treasures.[44][45]
- It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[47] – Steven Sharif
- Q: Since travel times are important, what is there to discover that will distract you from going straight to your initial destination? What makes traveling adventurous in Verra?
- A: Aside from threat and opportunity, which are probably the two biggest distractions that you can encounter while traveling through Verra- those come in different forms: Threat. in the form of monsters and events. Opportunities, in the forms of resources and POIs. There's also achievements that are based around exploration. There's treasure maps that can be found. There's a lot of different things that intersect with travel: The movement of resources. The storage of those resources. In which locations, what are available to be sold and purchased at different locations. They might make you detour for. All of those things contribute to why I would go somewhere and instead change my direction.[44] – Steven Sharif
Chasse au Trésor
Chasse au Trésor is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[44][45][51][52][53]
- Treasures (and treasure maps) will enable players to reap economic gains from exploration.[45]
- The more treasure a player finds the better maps they can create.[53]
- Hints are given through rumor mills, interaction with different PNJs, and gaining access to potential dig sites.[53]
- Treasure hunting will be a "way of life" rather than a profession.[52]
Treasures may also be obtained through fishing and by exploring naval content.[54][55]
Nœuds
Il y aura 103 emplacements de nœuds ordinaires lors de la sortie, en plus de 15 nœuds de châteaux (5 châteaux x 3 nœuds de châteaux chacuns)[56][57][58] pour un total de 118 nœuds.[59][60]
- Il y avait 9 emplacements de nœuds dans l'Alpha-1.[61]
Node locations
Node maps
Players will have access to a node map UI that will show a node's building plot locations.[63]
Node simulation
The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[64]
- This simulates how nodes advance and expand their zones of influence over surrounding nodes.[64]
You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[64] – Steven Sharif
- It also simulates events, such as PNJs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[64]
It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[64] – Steven Sharif
- Sièges de Nœuds are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[64]
It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[64] – Steven Sharif
- It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZI across a waterway, or having territories expand out to islands or across continents.[64]
It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[64] – Steven Sharif
Economic regions
Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[66][67]
- Les régions de château sont plus grandes et englobent plusieurs autres régions économiques.[66]
- Les nœuds sont le ciment qui retient les châteaux et les régions économiques ensemble, soit dans l'harmonie ou le chaos.[68]
- Les ZI (Zones d'influence) des nœuds changent et se modifient en fonction de la progression du nœud et de ses voisins.[66]
- Les régions de château, les régions économiques et les ZI (Zones d'influence) des nœuds peuvent se chevaucher.[69]
L'ensemble de la carte serait sous l'influence d'une des 5 régions de château. Cependant, les régions de châteaux ne sont pas le seul TYPE de région - il y a aussi des régions économiques, entre autres.[67] – Sarah Flanagan
Castle regions
Les châteaux de guilde influencent une région de château autour d'eux.[70]
La région d'un château représente 1/5ème du monde du jeu.[71] Les régions d'un château, les régions économiques et les zones d'influence (ZOI) des nœuds peuvent se chevaucher.[72][69]
Les limites de la région du château ne changent pas.[72] Les châteaux de guilde peuvent imposer une taxe sur tous les revenus des nœuds situés dans leur région.[74][75]
Roads
Roads in Verra are both pre-generated and player influenced.[77]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[77]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[77]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[77]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[77]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[79][80][81]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[79] – Steven Sharif
Different seasons and events may affect access to various roads.[82][83][84][85]
- Pathways that are open during summer may be closed during winter.[82][85]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[82][83][84][86]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[76][83]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[85]
- Ice will make roads bumpy and slippery.[87]
Underrealm routes will open or close dynamically (based on node states).[15]
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[13][15]
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[15]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[88]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[88] – Chris Justo
Propriété privée may not be placed in close proximity to roads.[89]
Points d'intérêt
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[42] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[90]
- Les Populations changeront.[90]
- La difficulté du contenu changera.[90]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[90]
- Différents types d'adversaires avec différentes histoires.[90]
- Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[7]
- Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[7]
- Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[7]
Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[7]
Dungeon locations
Donjons and other points of interest are located throughout the map in-between the 85 node locations.[91]
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.[91]
- Multiple nearby nodes may collectively influence larger POIs.[92]
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[92] – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.[93][91]
Corrupted areas
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[95][96][97][98][99][100][101]
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[102]
- These are sources of NPC events that players need to address before they grow out of hand.[95][103][100]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[95][102]
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[104]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[104] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only JcJ related activities lead to player corruption (in the flagging system).[105][106]
- To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[105] – Steven Sharif
- When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[107] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[95]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[95][96][108][109][110]
Landmarks
Landmarks are scattered throughout the world, allowing players to judge their position on the map.[111]
From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[111] – Steven Sharif
Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[111] – Mat Broome
Notable landmarks
- Aela
- Drythorne Gulch
- Gemspring
- Hall of Judication
- Highwaymen Hills
- Kyron'Dun
- Lonely Oak Creek
- Remains of Oakenbane Keep
- The Ruins of Thanalas
- The Wreckage of Carphin
- Titan's Ring
Procedural generation
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[112]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[113][12]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[59][12][114]
- Agencement et style des nœuds is determined by several factors, such as Environment (biome) and location, Node type, and Race.[115][116]
- Roads are both pre-generated and player influenced.[112][77]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[112] – Steven Sharif
Resource locations
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[118]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[119][120][121]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[122][120][121][123][124]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[121] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[121][123][125]
- There will be moving resources such as herds of animals that are constantly moving around the world.[122][125]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[122] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[108][109]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[108] – Steven Sharif
- Resources respawn on a cooldown basis.[123]
- Resources won't be locked to the node system.[123]
- Starting resource points may be different on each server.[113][12]
Mini map
There is an in-game minimap and compass user interface in Ashes of Creation.[127][128][129]
- The goal is to allow pings and other forms of communication tools via the mini-map.[130]
Battle maps
Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[5]
- Battle maps might not fit into lower level or smaller sized taverns.
- Battle maps are not currently on the official roadmap for launch.[131]
Usage
Battle maps offer an interactive command map instead of the standard Carte du monde. The system would be accessed through Mairie or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[131]
Bounty hunter maps
Corrupted players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[132][133] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[134]
Tavernes are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[5]
Bounty hunter Pathfinding ability
Skill | Icon | Origin | Description |
---|---|---|---|
Pathfinding | Bounty hunter | Reveals corrupted player locations on the bounty hunter's map.[132][135] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[132] The pathfinding ability can be toggled on or off.[132][136] |
Starting areas
Chaque race a sa propre zone de départ, qui intègre un portail divin.[139] L'exception à ceci sont les Tulnar, qui ont une zone de départ sans portail divin.[140]
- L'Underrealm n'a pas de passerelle divine.[141]
Les joueurs pourront choisir leur passerelle divine de départ.[142] Ce choix ne sera pas limité par la race.[140]
- Les Tulnar ont la même option de démarrer à n'importe quel portail divin comme les autres races.[143]
Il y aura de petits campements de PNJs dans les zones de départ. Ils représentent les éclaireurs qui ont été envoyés en amont de l'expédition principale pour Verra. Ces campements sont conçus pour acclimater les nouveaux joueurs arrivant dans le monde.[144]
- Bien que cela puisse présenter des avantages, il n'y a aucune obligation pour les joueurs de prendre part à n'importe quel contenu des zones de départ.[138]
Les zones de départ sont à une certaine distance les unes des autres.[140]
Un problème que beaucoup de MMOs ont, est que ces zones de départ deviennent simplement presque dépourvues de joueurs et c'est très triste parce que le meilleur élément d'un MMO est cette communauté dont vous faites l'expérience, donc un des aspects importants du système de nœuds est que ça fonctionne vraiment du point de vue de l'acquisition de nouveaux joueurs, là où ces nœuds ont tendance à se développer davantage près des zones de départ autour du monde ; et ça amène les joueurs à revenir à ces endroits s'ils sont citoyens et veulent des services dans ces villes. Ainsi, quand les nouveaux joueurs pénètrent dans le monde, ils seront en pratique probablement entourés par davantage de population, car les gens reviennent dans ces nœuds plus importants.[145] – Steven Sharif
Alpha-1 starting area
The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[147]
Alpha-2 starting area
- Le biome Riverlands abrite la divine gateway Aelan sur l'Alpha-2.[149]
Divine gateways
Les passerelles divines sont des portails dans les zones de départ où les joueurs arrivent d'abord à Verra.[150]
- Les passerelles divines furent construites par la Déesse de la Création.[151]
Là où les joueurs débutent, ils passent par ce portail depuis un autre monde nommé Sanctus. Sanctus est un endroit sans magie et avec une technologie minime ; et les joueurs sont les premiers membres d'expéditions qui viennent à travers ce portail dans le monde de Verra.[152] – Jeffrey Bard
Zones of influence
Chaque Nœud est responsable d'une zone géographique pré-définie appelée Zone d'influence (ZI). Les activités des joueurs à l'intérieur de la ZI sont comptés vers l'avancement d'un nœud particulier.[153]
Chaque Nœud peut se transformer en ville, mais sont limités par leurs voisins. Les Nœuds ont différents niveaux d'avancement. Il ne peut y avoir qu'un certain nombre pour chaque niveau. Imaginez ceci comme des colonies avancées ayant besoin de plus de place pour se développer. Les Nœuds englobent plus de terres en grandissant et demanderont plus d'efforts pour être entretenus. Ce système est l'un des piliers principaux pour le changement dans le monde, car cela crée de la rareté. Lorsque les Nœuds avancent leurs étapes de croissances ils verrouilleront les nœuds voisins, les empêchant de progresser, et absorberont leurs zones d'influence.[153]
En entreprenant des tâches familières, comme faire des quêtes, de la récolte et des raids, les joueurs auront le choix de déterminer quels nœuds se développeront dans le monde.[154]
La chose principale qui nous différencie des autres MMOs est notre monde vivant, respirant et réactif... Notre monde est séparé en zones, qui sont elles-mêmes séparées en ce que nous appelons des Nœuds. Les Nœuds sont en quelque sorte des zones d'influence invisibles qui écoutent tout ce que va faire le joueur ; donc lorsqu'un joueur gagne de l'expérience en tuant des choses, gagne de l'expérience en faisant des quêtes, gagne de l'expérience en fabriquant des choses, le nœud gagne également cette expérience. Une fois qu'un nœud a gagné suffisamment d'expérience il montera en niveau et commencera à attirer des PNJs .[155] – Jeffrey Bard
Jusqu'à un cinquième du monde sera englobé à l'intérieur de la ZI de Métropoles. Les nombreux Nœuds vassaux à l'intérieur des frontières d'une ZI pourrait finir par ressembler à un pays ou une nation.[156]
Les Zone d'influence sont connectées entièrement dans le monde sans aucun creux entre elles.[157]
Il n'existe pas d'espace où vous pourrez faire quelque chose sans qu'un nœud obtienne cette expérience.[157] – Steven Sharif
Zones et progression
Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[158][16][59]
Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[159] – Steven Sharif
Nœuds côtiers
Il existera des Nœuds le long de la côte et dans des archipels.[161]
- Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[161]
- Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[162]
- Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[162]
- Il sera peut-être possible d'assiéger une ville côtière par la mer.[163]
Les archipels font partie du contenu naval dans Ashes of Creation.[164][165]
Ashes of Creation Apocalypse map
Forest of Erinthia map
Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[166]
- Breakwater Quarry
- Chillmouth Outpost
- Coldwind Township
- Dream Spire
- Erinthia's Shame
- Glimmerbrook
- Hallowed Vale
- Icebound Lookout
- Icecap Thicket
- The Spirit Vault
- Winstead
Original map
Ashes of Creation Apocalypse battle royale locations.[167]
- Brighthold
- City of Alerynn
- City of Gant
- Creation's Rest
- Crystal Canyons
- Farstrider Outpost
- Fionne Vale
- Fort Ryll
- Harbinger
- Karthmere Keep
- La'sai Village
- Nyliann Academy
- Rotweald Forest
- Sa'kaan Fens
- Sky Mesa
- Spire of Eremus
- Stoneharbor
- Town of Grimsale
- Town of Valenn
- Underrealm
Climat
Certains environnements (biomes) ont des climats fixes, d'autres ont des climats variables.[169]
- Les conditions météorologiques changent selon les saisons.[169][22] – Jeffrey Bard
- Il y aura une météo dynamique qui change en intensité.[170]
- Par exemple : de la bruine à la tempête, ou du blizzard à la neige, et inversement.
Visuels
2024-03-01 2024-03-01 2022-04-28 2021-09-25 2019-01-12
Guides de la communauté
Voir également
Les références
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 2.0 2.1 2.2 Direct, 2022-08-26 (46:52).
- ↑ Vidéo, 2023-01-27 (4:39).
- ↑ Entrevue, 2017-05-22 (22:54).
- ↑ 5.0 5.1 5.2 5.3 The mighty beard!
- ↑ Direct, 2023-09-29 (1:14:29).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 MMOGames interview, January 2017
- ↑ Direct, 2023-09-29 (1:11:22).
- ↑ Direct, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
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- ↑ 13.0 13.1 13.2 13.3 Direct, 2022-08-26 (53:26).
- ↑ 14.0 14.1 Direct, 2020-06-26 (1:25:11).
- ↑ 15.0 15.1 15.2 15.3 Direct, 2020-10-30 (1:19:13).
- ↑ 16.0 16.1 Direct, 2017-05-15 (30:53).
- ↑ Vidéo, 2017-09-04 (1:16).
- ↑ 18.0 18.1 Direct, 2020-11-30 (44:51).
- ↑ 19.0 19.1 Direct, 2020-09-30 (55:15).
- ↑ Direct, 2021-09-24 (1:08:43).
- ↑
- ↑ 22.0 22.1 Direct, 2017-06-01 (29:33).
- ↑
- ↑ Direct, 2021-06-25 (55:39).
- ↑ 25.0 25.1 Direct, 2021-01-29 (21:55).
- ↑ Direct, 2021-06-25 (53:15).
- ↑ Direct, 2021-05-28 (1:40:47).
- ↑ Direct, 2021-09-24 (29:33).
- ↑ 29.0 29.1
- ↑ 30.0 30.1
- ↑ 31.0 31.1 31.2 Direct, 2020-01-30 (1:18:12).
- ↑ 32.0 32.1 Entrevue, 2018-08-17 (10:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 34.0 34.1 Direct, 2017-10-31 (24:00).
- ↑ 35.0 35.1 Direct, 2018-09-27 (9:08).
- ↑ 36.0 36.1
- ↑ Entrevue, 2020-07-19 (1:21:49).
- ↑ Direct, 2022-08-26 (57:28).
- ↑
- ↑ 40.0 40.1 Entrevue, 2022-01-14 (3:50).
- ↑
- ↑ 42.0 42.1 Direct, 2017-11-17 (36:22).
- ↑ Ashes of Creation wallpapers - April 2022.
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Direct, 2023-05-31 (1:09:04).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 45.8 Direct, 2023-02-24 (6:51).
- ↑
- ↑ 47.0 47.1 Direct, 2018-07-09 (1:00:00).
- ↑ Direct, 2022-10-28 (24:28).
- ↑
- ↑ Newsletter - April 2024.
- ↑ Direct, 2017-07-18 (53:52).
- ↑ 52.0 52.1 Direct, 2018-05-04 (39:05).
- ↑ 53.0 53.1 53.2 Direct, 2018-12-06 (40:46).
- ↑ Podcast, 2021-04-11 (36:43).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 59.0 59.1 59.2 59.3 Blog - Know Your Nodes - The Basics.
- ↑ Entrevue, 2018-08-24 (3:44).
- ↑ 61.0 61.1 Direct, 2020-11-30 (37:16).
- ↑
- ↑ Direct, 2023-08-31 (2:11:54).
- ↑ 64.00 64.01 64.02 64.03 64.04 64.05 64.06 64.07 64.08 64.09 64.10 Direct, 2021-09-24 (30:26).
- ↑ 65.0 65.1 About Ashes of Creation.
- ↑ 66.0 66.1 66.2
- ↑ 67.0 67.1
- ↑
- ↑ 69.0 69.1
- ↑
- ↑
- ↑ 72.0 72.1
- ↑
- ↑ Direct, 2021-04-30 (1:01:10).
- ↑
- ↑ 76.0 76.1 76.2 Vidéo, 2023-10-31 (34:12).
- ↑ 77.0 77.1 77.2 77.3 77.4 77.5 77.6 Direct, 2021-01-29 (1:13:04).
- ↑ 78.0 78.1 Direct, 2022-01-28 (33:25).
- ↑ 79.0 79.1 Direct, 2023-10-31 (1:16:34).
- ↑ Vidéo, 2023-10-31 (28:06).
- ↑ Direct, 2018-02-09 (45:48).
- ↑ 82.0 82.1 82.2 82.3 Vidéo, 2022-05-27 (15:50).
- ↑ 83.0 83.1 83.2 Podcast, 2021-04-11 (23:36).
- ↑ 84.0 84.1 Direct, 2020-06-26 (1:29:06).
- ↑ 85.0 85.1 85.2 85.3 Direct, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 88.0 88.1 Vidéo, 2023-10-31 (20:17).
- ↑ Direct, 2017-05-19 (32:23).
- ↑ 90.0 90.1 90.2 90.3 90.4 Direct, 2017-11-17 (18:29).
- ↑ 91.0 91.1 91.2 Direct, 2020-07-25 (46:08).
- ↑ 92.0 92.1
- ↑
- ↑ Vidéo, 2023-11-30 (29:26).
- ↑ 95.0 95.1 95.2 95.3 95.4 95.5 Vidéo, 2023-11-30 (32:36).
- ↑ 96.0 96.1 Entrevue, 2023-07-09 (47:05).
- ↑
- ↑ Vidéo, 2023-03-31 (1:22).
- ↑ Vidéo, 2023-03-31 (3:32).
- ↑ 100.0 100.1 Direct, 2021-03-26 (50:03).
- ↑ Direct, 2021-03-26 (22:53).
- ↑ 102.0 102.1 Direct, 2020-11-08 (12:47).
- ↑ Direct, 2021-06-25 (1:13:30).
- ↑ 104.0 104.1 Direct, 2022-01-28 (1:17:12).
- ↑ 105.0 105.1 Direct, 2023-03-31 (54:22).
- ↑ Direct, 2021-06-25 (1:32:24).
- ↑ 107.0 107.1 Direct, 2023-03-31 (58:27).
- ↑ 108.0 108.1 108.2 Direct, 2023-03-31 (59:10).
- ↑ 109.0 109.1 Vidéo, 2023-03-31 (16:42).
- ↑
- ↑ 111.0 111.1 111.2 111.3 Direct, 2018-08-17 (10:01).
- ↑ 112.0 112.1 112.2 Direct, 2022-02-25 (1:07:36).
- ↑ 113.0 113.1
- ↑ A reactive world - Nodes.
- ↑ Direct, 2020-10-30 (39:17).
- ↑ Direct, 2018-09-27 (53:06).
- ↑
- ↑ Direct, 2023-04-28 (1:24:36).
- ↑ Vidéo, 2023-11-30 (28:22).
- ↑ 120.0 120.1 Direct, 2020-07-31 (1:05:58).
- ↑ 121.0 121.1 121.2 121.3 Direct, 2020-07-25 (1:04:50).
- ↑ 122.0 122.1 122.2 Direct, 2022-05-27 (1:00:23).
- ↑ 123.0 123.1 123.2 123.3 Direct, 2017-05-08 (54:26).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 125.0 125.1 Direct, 2019-12-17 (1:14:42).
- ↑
- ↑ 127.0 127.1 Vidéo, 2023-11-30 (16:58).
- ↑
- ↑ Direct, 2017-12-15 (1:09:36).
- ↑ Direct, 2021-01-29 (1:23:23).
- ↑ 131.0 131.1 Direct, 2017-10-31 (33:28).
- ↑ 132.0 132.1 132.2 132.3
- ↑ Entrevue, 2017-01-20 (06:12).
- ↑ Direct, 2017-05-24 (48:00).
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑
- ↑ Direct, 2020-03-28 (32:30).
- ↑ 138.0 138.1 Direct, 2020-07-25 (1:03:03).
- ↑ Direct, 2017-05-19 (29:25).
- ↑ 140.0 140.1 140.2 Direct, 2017-10-16 (53:58).
- ↑
- ↑
- ↑
- ↑ Direct, 2017-07-28 (25:20).
- ↑ Vidéo, 2018-04-05 (40:08).
- ↑ 146.0 146.1 Direct, 2021-03-26 (17:23).
- ↑ Direct, 2021-03-26 (16:05).
- ↑ Direct, 2022-05-27 (1:04:29).
- ↑ Vidéo, 2022-05-27 (3:46).
- ↑ Direct, 2017-05-19 (29:25).
- ↑ Entrevue, 2020-07-20 (13:33).
- ↑ Entrevue, 2018-04-20 (5:46).
- ↑ 153.0 153.1 153.2 Node series part I
- ↑ Ashes of Creation FAQ.
- ↑ Entrevue, 2018-04-20 (7:22).
- ↑ Entrevue, 2018-05-11 (55:16).
- ↑ 157.0 157.1 Direct, 2018-07-09 (39:32).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Direct, 2018-08-17 (58:53).
- ↑ 161.0 161.1 Direct, 2018-04-8 (PM) (1:01:28).
- ↑ 162.0 162.1 Entrevue, 2020-07-19 (48:05).
- ↑ Direct, 2017-05-19 (37:51).
- ↑ Direct, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Ashes of Creation Apocalypse Forest of Erinthia locations.
- ↑ Ashes of Creation Apocalypse locations.
- ↑ Vidéo, 2017-05-30 (0:01).
- ↑ 169.0 169.1 Direct, 2017-07-18 (36:47).
- ↑ Direct, 2017-07-28 (41:25).