PNJs

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Pre-alpha Sladeborne NPC race. This was a once-beautiful race of cloud-dwelling bird people who were struck by a calamity long ago.[1]
Elite monster 3D turntable.[2]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[2]Steven Sharif

Goblin Rendu 3D. 3D model by Chris Atkins.[3]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[4]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[5]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[5]Steven Sharif
  • Not all creatures are immediately hostile to players.[6][7] Some creatures may hunt other creatures.[8]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[7]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[9]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[11]Steven Sharif
  • Named mobs will usually have a unique character appearance.[12]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[13]Steven Sharif

Reputation

NPCs react differently to players based on their contributions to a node.[19]

NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[20]

NPC race

Template:NPC race

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[21][22][23]

  • PNJs will have varying fields of view. Some will have the ability to perceive sounds.[21][22][23]
We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[22]Steven Sharif
Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[21]Steven Sharif
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[24]

Développement de Nœud

L'agencement d'un village sur l'Alpha-1 .[25]

Même à la 3e étape de développement d'un village, l'agencement est plutôt de taille ; et la plupart de ces agencements incluent essentiellement des maisons statiques disponibles à l'achat pour les joueurs.[25]Steven Sharif

Styles d'architecture raciale d'un nœud à l'étape de village lors de l'Alpha-0. Influence Elfique Empyrean (en haut). Influence Humain Kaelar (en bas).[26]

L'agencement et l'architecture à l'intérieur des zones de développement d'un nœud sont déterminés par l'influence raciale. Par exemple, un Nœud à la 3e étape dont la majorité des contributions des joueurs étant Py’rai aura un village Py’rai avec une architecture Py’rai. La plupart des PNJs serait des elfes Py’rai, et offriraient des suites de quêtes concernant l'histoire des Py’rai.[27]Margaret Krohn

Chaque expérience contribuée par les joueurs est marquée par la race de leurs personnages ainsi que d'autres identifiants. Lorsqu'un Nœud avance, la race avec la plus grande contribution d'expérience déterminera le style et la culture du Nœud. Un changement de style et de culture peut arriver à n'importe quelle étape d'un Nœud. Par exemple, si un Nœud avance au Niveau 2 - l'étape du Campement et que 51% de toute l'expérience a été gagnée par des joueurs Ren’Kai, le Nœud deviendra un Nœud de Niveau 2 Ren'Kai. Si ce même Nœud avance au niveau 3 - l'étape du Village, mais que les Py’Rai ont contribués à hauteur de 62% de l'expérience gagnée, le Nœud deviendra à ce moment-là un Nœud Py’Rai de Niveau 3. Les influences culturelles apportent plus que de simple changement esthétique ou des changements narratif - des bénéfices sont également accordés à la culture dominante à l'intérieur de la zone d'influence du nœud.[28]Margaret Krohn

L'agencement des noeuds et le style sont déterminés par plusieurs facteurs :[29]

Certaines parties sont déterminées par la zone. D'autres sont déterminés par le type. D'autres par la race ; et le reste est déterminé par le maire.[29]Jeffrey Bard

Tous les nœuds, qu'ils soient associés avec un château ou associés avec une structure de nœud normale, ont des influences culturelles qui se réplique sur les bâtiments qui sont produits et les PNJs qui sont présents.[32]Steven Sharif

Il existe une mécanique d'usure qui affecte l'expérience et l'influence pour réduire les chances qu'une race domine le monde entièrement.[33]

Il y a de l'usure et cette usure sur l'expérience et l'influence augmente en fonction des performances d'une race dans le monde. Donc si tous les nœuds appartiennent aux orcs leur taux d'usure est très élevé pour rivaliser avec l'établissement d'autres cultures dans les nouveaux nœuds car ils ont plus d'influence dans le monde et l'opinion populaire est contre leur expansion dans les régions éloignées où ils n'ont pas assez d'influence.[33]Steven Sharif

Étals de joueur

Niküan player stall concept art.[34]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[34]

Étals de joueur (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[36], in Marchés (the constructible building available for placement by mayors of any Town (organiser 4) node or higher), or as business buildings on freehold plots.[37][38]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[38]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[39]

  • Player stalls are rentable by node citizens.[40]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[39]
  • Player stalls are linked to a player's warehouse.[41]
  • Player stalls do not require the attendance of the character or for that character to be online.[40]
    • An attendant NPC is assigned to the stall.[41][39] This may be an "image" of the player.[42]
  • Players are able to input required items for repair and also purchase required materials for that repair.[43]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[44]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[45]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[42]
    • These give the location of the stall so players can travel there and purchase the items.[42]
  • Stall sales are also listed in auction houses.[46]
    • This may no longer be accurate.[47]

Siege NPCs

Siege NPCs, Gardes, and mercenary NPCs serve as defense points during sieges and other events.[48][49]

  • Only combat PNJs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[48][50]

Siege objectives

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Each node has a number of districts, depending on its stage.[52]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[52]
  • If attackers take over a district, they gain that district as a respawn location.[52]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[53][52]

Defenders can assault the outposts of the attackers to hinder them.[52]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[53][54]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[55]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[56]Steven Sharif

Farmhands and NPC assistance

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[57] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[57][58][59]

Tavern NPCs

The way that the tavern NPCs are going to work is you'll have patrons of either in-node taverns that will have the ability to list items as part of that NPC's merchant store and those items will mainly be around food and drink; and those types of craftable things that are relevant to these taverns; and those items will grant buffs based on proximity. And then additionally players can build taverns on their freeholds- we've discussed this in the past- they will list their craftable foods and drinks and whatnot with their NPC at that tavern as well; and players who interact with that can purchase them- have a drink at the tavern, eat some food at the tavern; and that'll give them a buff for a period of time as long as they remain proximity of that freehold.[60]Steven Sharif

Tavern NPCs ("bartenders") are merchants that are present in Tavernes in nodes and on freeholds.[60][61]

  • Tavern NPCs sell food, drinks, and other crafted items that have been made for that tavern. Consuming these items will grant buffs for a period of time, providing the character remains in proximity to the tavern.[60][61]

You're going to probably want to sell items to other players more than necessarily tavern merchants but they'll be there as well.[60]Jeffrey Bard

Day/night cycle

Template:Day/night cycle

Transportation of goods

Les limites d'inventaire personnel[63][64] sont liées à un sac à dos.[65] Les ressources et les objets récoltables sont soumis à des limites de quantité, plutôt que de poids. Les caravanes et les mulets sont prévus pour être le principal moyen de transport des marchandises au-delà de ces limites.[66][67]

  • Les mulets peuvent porter approximativement 10 fois plus que les sacs à dos. Les caravanes peuvent transporter environ 10 fois plus que les mulets.[68]
  • Les caravanes auront des limites de capacité de transport ainsi que des stats personnalisables, telles que les points de défense, la vitesse et le nombre de gardes PNJs engagés.[69]
    • En plus d'une capacité d'inventaire étendue, les caravanes procurent des avantages secondaires pour avoir terminé avec succès des routes commerciales et d'autres quêtes.[70]

La capacité d'inventaire sera relativement limitée pour les nouveaux personnages.[70]

  • L'expansion d'inventaire et les certificats d'entraînement à la gestion du poids sont disponibles dans la Galerie à l'étape Ville des noeuds économiques.[70][71]
  • L'inventaire d'un joueur possède des sections pour les différents types d'objets. Les objets de quête, par exemple, ne rempliront pas la capacité d'inventaire standard d'un joueur.[70]

Les piles d'objets auront en général des limites de quantité selon le type d'objet.[66]

  • La limite d'empilement des potions pourrait être d'une centaine. La limite d'empilement de la nourriture pourrait être de 999 ou 1 000.[66]

Artificial intelligence

Le boss Jermaine Torment of Illwind.[72]

Vous pouvez voir comment nous utilisons certaines des différentes pièces d'armure - vous avez probablement vu certaines de ces pièces sur différentes tenues, comme cette cape de Corvid Castigator que Toast porte qui est aussi sur ce monstre.[72]Margaret Krohn

Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[73]

  • Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[74]
  • Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[75]
  • Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[76]
  • Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[77]
    • La fréquence des attaques d'AoE sera plus élevée en fonction du nombre de joueurs participants.[77]
    • Déblocage de la rage ainsi que des effets de régénération et de buffs.[77]
    • Ajout de monstres et de classes de monstres.[77]
  • Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[24]

Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[78]

Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[78]Steven Sharif

Artwork

Voir également

Les références

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  5. 5.0 5.1 Direct, 2017-05-26 (24:33).
  6. Vidéo, 2023-05-31 (4:17).
  7. 7.0 7.1 Direct, 2023-02-24 (1:22:04).
  8. Vidéo, 2023-05-31 (5:01).
  9. 9.0 9.1 Direct, 2021-06-25 (1:28:02).
  10. Entrevue, 2023-09-10 (28:15).
  11. 11.0 11.1 Direct, 2022-05-27 (1:00:23).
  12. Direct, 2023-01-27 (1:10:12).
  13. 13.0 13.1 13.2 Direct, 2023-05-31 (43:04).
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  17. steven-mob-ttk.png
  18. Direct, 2023-05-31 (45:26).
  19. npc rep.jpg
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  21. 21.0 21.1 21.2 21.3 21.4 Direct, 2024-02-29 (3:12).
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  23. 23.0 23.1 Direct, 2018-06-04 (29:28).
  24. 24.0 24.1 Direct, 2022-02-25 (1:03:32).
  25. 25.0 25.1 Direct, 2020-06-26 (45:32).
  26. Direct, 2018-02-09 (33:50).
  27. Blog - Know Your Nodes - The Basics.
  28. Blog - Know Your Nodes - Advance and Destroy.
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Direct, 2018-09-27 (53:06).
  30. 30.0 30.1 Entrevue, 2018-05-11 (54:34).
  31. Direct, 2017-05-26 (21:23).
  32. 32.0 32.1 Entrevue, 2018-05-11 (47:27).
  33. 33.0 33.1 Entrevue, 2018-05-11 (1:00:19).
  34. 34.0 34.1 Ashes of Creation Instagram, 2020-08-19.
  35. Direct, 2020-05-29 (1:00:57).
  36. Direct, 2019-05-30 (1:26:16).
  37. Direct, 2023-06-30 (25:05).
  38. 38.0 38.1 Entrevue, 2020-07-08 (55:05).
  39. 39.0 39.1 39.2 Direct, 2017-05-10 (16:36).
  40. 40.0 40.1 steven-player-stalls-shops-online.png
  41. 41.0 41.1 Direct, 2020-10-30 (1:04:59).
  42. 42.0 42.1 42.2 Direct, 2017-05-10 (35:16).
  43. player stall repair.png
  44. Direct, 2020-10-30 (1:06:09).
  45. Direct, 2017-10-16 (59:39).
  46. steven-player-stalls-shops.png
  47. Direct, 2020-07-31 (1:34:06).
  48. 48.0 48.1 48.2 48.3 Direct, 2023-08-31 (2:09:32).
  49. siege success.png
  50. siege npcs killable.png
  51. Direct, 2017-07-28 (36:51).
  52. 52.0 52.1 52.2 52.3 52.4 siege more info.png
  53. 53.0 53.1 Entrevue, 2020-07-19 (37:58).
  54. Direct, 2017-05-19 (47:07).
  55. Direct, 2019-11-22 (17:59).
  56. Direct, 2019-11-22 (15:48).
  57. 57.0 57.1 57.2 57.3 Entrevue, 2023-07-09 (1:37:34).
  58. 58.0 58.1 58.2 Direct, 2017-05-09 (28:57).
  59. 59.0 59.1 59.2 Direct, 2017-11-17 (11:00).
  60. 60.0 60.1 60.2 60.3 Direct, 2021-01-29 (1:11:29).
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  65. inventory backpack.png
  66. 66.0 66.1 66.2 Direct, 2020-05-29 (1:27:18).
  67. carrying capacity.png
  68. Direct, 2017-07-18 (44:57).
  69. Direct, 2017-05-22 (40:41).
  70. 70.0 70.1 70.2 70.3 Direct, 2020-07-25 (1:14:13).
  71. Know Your Nodes: Economic Node Type.
  72. 72.0 72.1 Direct, 2021-06-25 (21:24).
  73. About Ashes of Creation.
  74. Direct, 2017-05-05 (11:55).
  75. Direct, 2017-07-28 (43:57).
  76. Direct, 2018-04-8 (PM) (3:56).
  77. 77.0 77.1 77.2 77.3 Entrevue, 2021-06-13 (22:20).
  78. 78.0 78.1 78.2 78.3 78.4 Podcast, 2018-05-11 (24:23).