Différences entre les versions de « Servers »
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Version du 30 avril 2018 à 21:24
The world 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.[1][2][3]
- To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[1] – Ry Schueller
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[4]
- There will be a multitude of servers located throughout the various regions of the world.[5]
- Server selection will show the region where the server is located and/or the ping to that server.[5]
- With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5] – Steven Sharif
- The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[6]
- Stats are available on a per-guild basis, subject to a permissions structure.[6]
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[7]
Regions
Ashes of Creation will launch with the following server regions:[8][9]
- North America (NA).[10][11][12]
- Europe (EU).[10][11][12]
- Asia/Pacific (SEA).[10][12][13]
- Oceania (OCE) (Australia).[10][12][13]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[14]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[15]
At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[16] – Steven Sharif
Other server regions will be considered based on interest.[10][9]
- South America is under consideration due to traffic from that region.[17]
Once we get closer to launch we'll update this information, which may include additional regions.[10]
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[18]
- Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[19]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[19] – Margaret Krohn
Server population
Des limites de population seront appliquées pour chaque serveur.[20]
- Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[16][21][22] Ceci représente environ 50 000 comptes enregistrés par serveur.[23]
- Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[24] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[23]
Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[23] – Steven Sharif
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[25]
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.[25] – Jeffrey Bard
Server instancing
There won't be server channels (sharding) on a server.[26][27]
Dungeons and Raids
![](/images/thumb/c/c9/ss-2020-05-01-01_05_34-00057.png/450px-ss-2020-05-01-01_05_34-00057.png)
80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[29] – Steven Sharif
Ashes of Creation will be a seamless open-world experience.[30]
There will be an approximately 80/20 split between open world vs instanced encounters.[31][32][29][33][34]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[31][35][32]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[32] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[36]
- Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[37] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[32][38] Outside of these and arenas there will not be too much instancing anywhere else.[30]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[39] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[30] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[41][32][42]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[41][32]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[41][32][39]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[39] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[32] – Steven Sharif
PvP Arenas
Arènes are instanced JcJ scenarios and are not part of open world PvP.[44][45]
The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[44] – Steven Sharif
- Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[46]
- Arenas will have a minimum level requirement to participate.[48]
- There won't be bifurcated brackets with separate player pools.[48]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[48]
- There will be an arena ladder system.[44][46]
- Maires of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[51][50]
- The arena system may support cross-server combat.[52]
- Arena style combat is instanced but spectators may be possible through an interface.[53]
Server vs server
The arena system may support cross-server combat.[52]
- There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[54]
We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[55] – Steven Sharif
When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[55] – Jeffrey Bard
Server types
- Il n'y aura pas de serveur séparé dédié au jeu de rôle.[56]
- Il n'y aura pas de serveur séparé pour le JcE et le JcJ.[57]
Server transfers
Server transfers, outside of server merges, will not be possible initially.[58][59]
Testing server wipes
Alpha and Beta servers will be wiped prior to launch.[60]
As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[63] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1
- ↑ Direct, 2017-05-19 (37:03).
- ↑ MMOGames interview, January 2017
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 5.0 5.1 5.2 Direct, 2018-09-27 (48:13).
- ↑ 6.0 6.1 Direct, 2021-11-19 (52:35).
- ↑ Direct, 2023-01-27 (4:18).
- ↑ Entrevue, 2017-05-08 (22:06).
- ↑ 9.0 9.1 Direct, 2017-05-24 (40:50).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5
- ↑ 11.0 11.1
- ↑ 12.0 12.1 12.2 12.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 13.0 13.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 16.0 16.1 Direct, 2018-04-8 (AM) (26:41).
- ↑ Direct, 2018-07-09 (47:54).
- ↑ Direct, 2020-07-25 (1:21:03).
- ↑ 19.0 19.1
- ↑ Direct, 2017-05-17 (59:25).
- ↑ Vidéo, 2018-09-06 (4:25).
- ↑
- ↑ 23.0 23.1 23.2 Entrevue, 2020-07-18 (12:56).
- ↑ Entrevue, 2020-07-18 (10:04).
- ↑ 25.0 25.1 Entrevue, 2018-04-20 (9:20).
- ↑ Direct, 2017-05-08 (36:26).
- ↑ Direct, 2017-07-28 (35:42).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 29.0 29.1 Entrevue, 2020-07-19 (11:04).
- ↑ 30.0 30.1 30.2 30.3 Direct, 2017-05-22 (20:59).
- ↑ 31.0 31.1 Entrevue, 2023-09-10 (58:47).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 Direct, 2023-03-31 (1:00:16).
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ Direct, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 39.0 39.1 39.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 41.0 41.1 41.2 Direct, 2023-04-28 (2:06).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ Vidéo, 2017-07-16 (0:01).
- ↑ 44.0 44.1 44.2 Direct, 2021-09-24 (1:22:46).
- ↑ Direct, 2017-05-05 (16:53).
- ↑ 46.0 46.1
- ↑ Direct, 2017-05-26 (48:12).
- ↑ 48.0 48.1 48.2 Direct, 2022-10-28 (1:38:33).
- ↑
- ↑ 50.0 50.1 50.2 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ 52.0 52.1 Direct, 2017-05-26 (29:13).
- ↑ Entrevue, 2020-03-27 (11:04).
- ↑ Direct, 2018-04-8 (PM) (36:21).
- ↑ 55.0 55.1 Direct, 2017-05-26 (29:05).
- ↑ Direct, 2017-05-10 (35:27).
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Direct, 2022-10-14 (2:53).
- ↑ 59.0 59.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑ Alpha one test schedule, Mar 12, 2021.
- ↑ Direct, 2020-11-30 (7:27).
- ↑ 63.0 63.1