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Quêtes

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Révision datée du 18 août 2018 à 20:15 par Wikiadmin (discussion | contributions) (Text replacement - "{{References}}" to "== References == <references/>")

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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]

Quêtes raciales

Les Quêtes peuvent être basées sur la race d'un personnage.[6]

Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[6]

Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[6]Steven Sharif

La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[7]Steven Sharif

Les Quêtes qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[8]

NPC race

Template:NPC race

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.[9]Aimi Watanabe

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.[10]

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.[12]

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.[13]Steven Sharif

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[14]

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.[14]Jeffrey Bard

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.[15]

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.[17]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.[18]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[21][22]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[21]

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.[22]

A legendary weapon is easily distinguished by its visual appearance.[18]

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.[18]Steven Sharif

Legendary items are not intended to be temporary.[23]

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.[23]Steven Sharif

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.

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[25]

Histoire et traditions

Ashes of Creation logo.[26]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[27]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[28]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[29]

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[30]Jeffrey Bard

Arcs Narratifs drive one or more storyline quests within the game.[31][32][33][34][29] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[31][32][34]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[36]Steven Sharif

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[37]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[38]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[39]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[40]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[41][39][38][42]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[42]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[49]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[41]
  • Arcs Narratifs drive one or more storyline quests within the game.[31][32][33][34][29]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[31][32]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[31]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[52]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[52]Skott B
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.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[56]

Evénements

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.[57]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[58]

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.[59]Steven Sharif

Evénements are things that happen in Ashes of Creation as the result of development in the world.[59][60] There are several different types of events that are triggered due to certain conditions (predicates) being met.[51][61][57][62] Events are scaled to fit local, regional, and global needs.[63][5]

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.[12]
  • 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.[64][59][65][66][67]
    • 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.[68][69][70]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[71][5]
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.[68]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.[72]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[72]
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.[73]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[60]
  • There may be one-off events.[12]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[51][61][57][62]

Tâches

Template:Tasks

Epic/legendary quests

Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[84]

Solable quests

Questing may be individual and group oriented.[85]

Collection quests

There will be collection quests.[86]

Grinding

Repetition will not be part of progression.[87]

  • There will be no "grindy" quests.
  • The aspiration is to have more things to do in the game than a player has time to do.

Quest markers

There will be subtle ways that players will acquire knowledge that something is to be done in an area.[88]

  • There are not going to be obvious quest markers such as question marks and exclamation marks telling players where to turn.

Quest sponsorship

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 can sponsor quests on a bulletin board.[89]

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.[90][91][92]

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.[12]Steven Sharif

Removing player corruption

Concept art de cimetière par Tad Ehrlich.[93]

Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.

  • Mourir retire une part significative du score de corruption du joueur.[94]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[95]
    Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[95]Steven Sharif
  • Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[96][94]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[97]
  • La durée de la corruption est réduite dans les noeuds militaires.[98]

Voir également

Les références

  1. Vidéo, 2020-05-31 (6:25).
  2. About Ashes of Creation.
  3. Vidéo, 2020-05-31 (5:25).
  4. 4.0 4.1 Direct, 2017-05-15 (20:58).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 MMOGames interview, January 2017
  6. 6.0 6.1 6.2 Podcast, 2018-04-23 (29:56).
  7. Entrevue, 2018-05-11 (1:00:19).
  8. Direct, 2019-07-26 (1:13:23).
  9. Vidéo, 2023-03-31 (28:11).
  10. Direct, 2017-05-19 (37:03).
  11. Direct, 2019-12-17 (1:10:30).
  12. 12.0 12.1 12.2 12.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  13. Direct, 2017-05-22 (28:02).
  14. 14.0 14.1 Entrevue, 2018-04-20 (9:20).
  15. Entrevue, 2020-07-18 (1:00:15).
  16. Entrevue, 2020-07-19 (8:43).
  17. 17.0 17.1 17.2 17.3 17.4 Entrevue, 2020-07-20 (21:57).
  18. 18.0 18.1 18.2 18.3 Direct, 2018-04-8 (PM) (55:49).
  19. Direct, 2020-07-25 (46:08).
  20. Direct, 2021-03-26 (1:02:06).
  21. 21.0 21.1 Direct, 2022-03-31 (1:15:02).
  22. 22.0 22.1 Direct, 2017-05-15 (38:08).
  23. 23.0 23.1 Direct, 2018-07-09 (25:34).
  24. Direct, 2018-04-8 (PM) (51:49).
  25. Direct, 2017-05-19 (44:18).
  26. Ashes of Creation Press Kit.
  27. Interview, 2016-12-7.
  28. steven-phoenix.png
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 29.8 29.9 Direct, 2018-01-18 (39:08).
  30. Vidéo, 2018-04-05 (37:13).
  31. 31.0 31.1 31.2 31.3 31.4 Direct, 2023-04-07 (58:39).
  32. 32.0 32.1 32.2 32.3 Vidéo, 2023-03-31 (14:20).
  33. 33.0 33.1 Vidéo, 2023-03-31 (12:47).
  34. 34.0 34.1 34.2 Entrevue, 2018-10-20 (2:36:25).
  35. Direct, 2017-05-26 (15:37).
  36. Vidéo, 2018-04-05 (37:50).
  37. Vidéo, 2023-03-31 (14:14).
  38. 38.0 38.1 38.2 38.3 Vidéo, 2023-03-31 (3:32).
  39. 39.0 39.1 Vidéo, 2023-03-31 (1:22).
  40. Vidéo, 2023-03-31 (6:30).
  41. 41.0 41.1 skotty-story-arc-2.png
  42. 42.0 42.1 42.2 Vidéo, 2018-04-05 (35:01).
  43. 43.0 43.1 43.2 43.3 Direct, 2022-04-29 (1:05:37).
  44. 44.0 44.1 44.2 Direct, 2022-03-31 (1:15:29).
  45. Direct, 2023-04-07 (55:22).
  46. Direct, 2023-03-31 (1:00:16).
  47. Direct, 2022-10-28 (32:52).
  48. Direct, 2017-06-01 (37:39).
  49. 49.0 49.1 Direct, 2019-05-30 (1:18:16).
  50. Direct, 2017-05-26 (15:37).
  51. 51.0 51.1 51.2 51.3 Vidéo, 2023-09-29 (2:59).
  52. 52.0 52.1 52.2 skotty-story-arc-1.png
  53. Entrevue, 2023-07-09 (47:05).
  54. Direct, 2023-03-31 (59:10).
  55. Vidéo, 2023-03-31 (16:42).
  56. 56.0 56.1 56.2 56.3 Direct, 2017-10-31 (29:50).
  57. 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 57.8 57.9 Types of Events on Verra.
  58. Direct, 2021-03-26 (23:33).
  59. 59.0 59.1 59.2 59.3 Podcast, 2021-04-11 (23:36).
  60. 60.0 60.1 Direct, 2017-05-03 (46:18).
  61. 61.0 61.1 61.2 Direct, 2023-04-07 (37:56).
  62. 62.0 62.1 62.2 62.3 kickstarter events.png
  63. Direct, 2022-04-29 (44:13).
  64. Direct, 2022-04-29 (32:29).
  65. Direct, 2020-06-26 (1:29:06).
  66. Our immersive world - Environments.
  67. Direct, 2017-05-08 (20:27).
  68. 68.0 68.1 68.2 68.3 Direct, 2021-06-25 (1:13:30).
  69. Direct, 2021-03-26 (50:03).
  70. Direct, 2020-11-08 (12:47).
  71. Vidéo, 2023-09-29 (9:40).
  72. 72.0 72.1 72.2 Direct, 2023-09-29 (42:55).
  73. Direct, 2023-09-29 (43:47).
  74. skotty-story-arc-3.png
  75. Podcast, 2021-04-11 (54:35).
  76. vak-map.png
  77. Direct, 2022-04-29 (36:51).
  78. Direct, 2017-05-10 (40:36).
  79. Vidéo, 2023-10-31 (34:12).
  80. 80.0 80.1 Direct, 2022-04-29 (39:00).
  81. kickstarter monster coins.png
  82. 82.0 82.1 82.2 Direct, 2022-04-29 (40:21).
  83. Direct, 2022-04-29 (41:30).
  84. Direct, 2017-05-08 (50:32).
  85. About Ashes of Creation.
  86. Direct, 2017-05-26 (48:48).
  87. Direct, 2017-05-15 (26:13).
  88. Direct, 2017-05-22 (52:39).
  89. Direct, 2017-10-31 (30:34).
  90. Entrevue, 2020-07-19 (19:35).
  91. Direct, 2017-05-15 (30:53).
  92. Blog - Know Your Nodes - The Basics.
  93. Direct, 2018-07-09 (20:41).
  94. 94.0 94.1 Entrevue, 2020-07-19 (30:51).
  95. 95.0 95.1 Entrevue, 2020-07-18 (44:35).
  96. steven-removing-corruption.png
  97. Direct, 2018-06-04 (2:18).
  98. pvp corruption duration.png