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Différences entre les versions de « Exploration »
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− | {{ | + | {{Exploration}} |
− | + | == Landmarks == | |
+ | |||
+ | {{Landmarks}} | ||
== Treasure hunting == | == Treasure hunting == | ||
{{Treasures}} | {{Treasures}} | ||
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+ | == Coastal nodes == | ||
+ | |||
+ | {{Coastal nodes}} | ||
+ | |||
+ | == Adaptive content == | ||
+ | |||
+ | {{Adaptive content}} | ||
+ | |||
+ | === Player driven narrative === | ||
+ | |||
+ | {{Player driven narrative}} | ||
+ | |||
+ | === Server history === | ||
+ | |||
+ | {{Server history}} | ||
+ | |||
+ | ==== Libraries ==== | ||
+ | |||
+ | {{Library}} | ||
+ | |||
+ | === Legendary items === | ||
+ | |||
+ | {{Legendary items}} | ||
+ | |||
+ | == Artwork == | ||
+ | |||
+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
+ | |mode = gallery | ||
+ | |namespace= file | ||
+ | }} | ||
== See also == | == See also == | ||
Ligne 11 : | Ligne 44 : | ||
* [[Treasure hunting]] | * [[Treasure hunting]] | ||
* [[Environments]] | * [[Environments]] | ||
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* [[World map]] | * [[World map]] | ||
+ | * [[Animal husbandry]] | ||
− | + | == References == | |
− | [[Category: | + | [[Category:Exploration]] |
Version du 18 août 2019 à 22:53
Players will be rewarded for exploring.[4][5][6]
- Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[5] – Steven Sharif
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests.[5]
- Certain relics can only be discovered through exploration.[5]
- Constellations may only be seen at certain times at specific locations.[5]
- 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.[5] – Steven Sharif
- Travel times are important in Verra, but it will be easy to get lost or distracted by threats and opportunities.[4][7]
- Threats can come in the form of monsters, events, and Open-world PvP.[4][8][9]
- Opportunities include resources (gathering, transporting, storing, and trading), points-of-interest, achievements, and treasures.[4][5]
- It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[7] – 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.[4] – Steven Sharif
Landmarks
Landmarks are scattered throughout the world, allowing players to judge their position on the map.[10]
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.[10] – 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.[10] – Mat Broome
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.[4][5][12][13][14]
- Treasures (and treasure maps) will enable players to reap economic gains from exploration.[5]
- The more treasure a player finds the better maps they can create.[14]
- Hints are given through rumor mills, interaction with different PNJs, and gaining access to potential dig sites.[14]
- Treasure hunting will be a "way of life" rather than a profession.[13]
Treasures may also be obtained through fishing and by exploring naval content.[15][16]
Nœuds côtiers
Il existera des Nœuds le long de la côte et dans des archipels.[18]
- Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[18]
- Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[19]
- Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[19]
- Il sera peut-être possible d'assiéger une ville côtière par la mer.[20]
Les archipels font partie du contenu naval dans Ashes of Creation.[21][22]
Contenu adaptatif
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[2] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[23]
- Les Populations changeront.[23]
- La difficulté du contenu changera.[23]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[23]
- Différents types d'adversaires avec différentes histoires.[23]
- Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[24]
- Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[24]
- Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[24]
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.[24]
Player driven narrative
The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[26]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[27]
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.[28]
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.[29] – Steven Sharif
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[30]
Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[30] – Jeffrey Bard
Libraries
At Village (organiser 3) the academic node's unique building is the Bibliothèque.[31]
- Information about the world will be presented directly to players through the world map UI.[32] Previously the Library was used to access information about the world, such as the history of significant narrative events, locations of gatherable resources, dungeons, and POIs.[31]
- In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[32] – Steven Sharif
Players can use the Library to access information, including (but not limited to) the following:[31]
Legendary items
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.[33]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[34][35][36]
- Légendaire equipment is only dropped by Legendary world bosses.[37]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[38]
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.[35] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[35]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[35]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[35]
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.[36] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[39][40]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[39]
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.[40]
A legendary weapon is easily distinguished by its visual appearance.[36]
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.[36] – Steven Sharif
Legendary items are not intended to be temporary.[41]
- A notable exception to this is Royal mounts.[42]
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.[41] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Histoire et traditions.[43]
Artwork
Voir également
Les références
- ↑
- ↑ 2.0 2.1 Direct, 2017-11-17 (36:22).
- ↑ Ashes of Creation wallpapers - April 2022.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Direct, 2023-05-31 (1:09:04).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Direct, 2023-02-24 (6:51).
- ↑
- ↑ 7.0 7.1 Direct, 2018-07-09 (1:00:00).
- ↑ Direct, 2022-10-28 (24:28).
- ↑
- ↑ 10.0 10.1 10.2 10.3 Direct, 2018-08-17 (10:01).
- ↑ Newsletter - April 2024.
- ↑ Direct, 2017-07-18 (53:52).
- ↑ 13.0 13.1 Direct, 2018-05-04 (39:05).
- ↑ 14.0 14.1 14.2 Direct, 2018-12-06 (40:46).
- ↑ Podcast, 2021-04-11 (36:43).
- ↑
- ↑ Direct, 2018-08-17 (58:53).
- ↑ 18.0 18.1 Direct, 2018-04-8 (PM) (1:01:28).
- ↑ 19.0 19.1 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!
- ↑ 23.0 23.1 23.2 23.3 23.4 Direct, 2017-11-17 (18:29).
- ↑ 24.0 24.1 24.2 24.3 MMOGames interview, January 2017
- ↑ Vidéo, 2023-03-31 (28:11).
- ↑ Direct, 2017-05-19 (37:03).
- ↑ Direct, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Direct, 2017-05-22 (28:02).
- ↑ 30.0 30.1 Entrevue, 2018-04-20 (9:20).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Blog: Know Your Nodes - Scientific Node Type
- ↑ 32.0 32.1 Direct, 2023-09-29 (1:14:29).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Entrevue, 2020-07-19 (8:43).
- ↑ 35.0 35.1 35.2 35.3 35.4 Entrevue, 2020-07-20 (21:57).
- ↑ 36.0 36.1 36.2 36.3 Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2021-03-26 (1:02:06).
- ↑ 39.0 39.1 Direct, 2022-03-31 (1:15:02).
- ↑ 40.0 40.1 Direct, 2017-05-15 (38:08).
- ↑ 41.0 41.1 Direct, 2018-07-09 (25:34).
- ↑ Direct, 2018-04-8 (PM) (51:49).
- ↑ Direct, 2017-05-19 (44:18).