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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]
World size
480 km2 (kilomètres carrés) est la taille du monde approximative au lancement.[17] Ceci comprend le contenu aquatique et terrestre.[18]
- 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.[19]
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...[19] – Steven Sharif
- 100 km2 supplémentaires pourraient être occupés par l'Underrealm.[20]
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.[20] – Steven Sharif
- Il est attendu qu'un joueur sur sa mounture puisse traverser la totalité de la carte en quelques heures.[21]
- La carte de l'Alpha-0 était une zone de 4km x 4km (16 km2).[22]
- La carte de Ashes of Creation Apocalypse battle royale map était de 2.5km x 2.5km2 (6.25 km2).[23]
- La zone de la Forêt d'Erinthia couvrait approximativement 1/5ème de la carte originale.[24]
- La carte de l'Alpha-1 devrait couvrir 96 km2.[25]
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'.[26]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[27][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.[28][12][29]
- Agencement et style des nœuds is determined by several factors, such as Environment (biome) and location, Node type, and Race.[30][31]
- Roads are both pre-generated and player influenced.[26][32]
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.[26] – Steven Sharif
Resource locations
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[35]
- 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.[36][37][38]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[39][37][38][40][41]
- 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.[38] – 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.[38][40][42]
- There will be moving resources such as herds of animals that are constantly moving around the world.[39][42]
- 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.[39] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[43][44]
- 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.[43] – Steven Sharif
- Resources respawn on a cooldown basis.[40]
- Resources won't be locked to the node system.[40]
- Starting resource points may be different on each server.[27][12]
Mini map
There is an in-game minimap and compass user interface in Ashes of Creation.[46][47][48]
- The goal is to allow pings and other forms of communication tools via the mini-map.[49]
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.[50]
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.[50]
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.[51][52] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[53]
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]
Serveurs
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.[11][12][7]
- 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.[11] – Ry Schueller
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[54]
- There will be a multitude of servers located throughout the various regions of the world.[55]
- Server selection will show the region where the server is located and/or the ping to that server.[55]
- 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.[55] – 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.[56]
- Stats are available on a per-guild basis, subject to a permissions structure.[56]
- 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.[57]
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.[58]
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.[58]
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.[59]
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 .[60] – 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.[61]
Les Zone d'influence sont connectées entièrement dans le monde sans aucun creux entre elles.[62]
Il n'existe pas d'espace où vous pourrez faire quelque chose sans qu'un nœud obtienne cette expérience.[62] – 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.[63][16][28]
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.[64] – Steven Sharif
Climat
Certains environnements (biomes) ont des climats fixes, d'autres ont des climats variables.[66]
- Les conditions météorologiques changent selon les saisons.[66][67] – Jeffrey Bard
- Il y aura une météo dynamique qui change en intensité.[68]
- Par exemple : de la bruine à la tempête, ou du blizzard à la neige, et inversement.
Voir également
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 2.0 2.1 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 MMOGames interview, January 2017
- ↑ Direct, 2023-09-29 (1:11:22).
- ↑ Direct, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1 12.2 12.3 12.4 Direct, 2017-05-19 (37:03).
- ↑ Direct, 2022-08-26 (53:26).
- ↑ 14.0 14.1 Direct, 2020-06-26 (1:25:11).
- ↑ Direct, 2020-10-30 (1:19:13).
- ↑ 16.0 16.1 Direct, 2017-05-15 (30:53).
- ↑
- ↑
- ↑ 19.0 19.1 Direct, 2020-01-30 (1:18:12).
- ↑ 20.0 20.1 Entrevue, 2018-08-17 (10:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Direct, 2017-10-31 (24:00).
- ↑ Direct, 2018-09-27 (9:08).
- ↑
- ↑ Entrevue, 2020-07-19 (1:21:49).
- ↑ 26.0 26.1 26.2 Direct, 2022-02-25 (1:07:36).
- ↑ 27.0 27.1
- ↑ 28.0 28.1 28.2 Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ Direct, 2020-10-30 (39:17).
- ↑ Direct, 2018-09-27 (53:06).
- ↑ Direct, 2021-01-29 (1:13:04).
- ↑
- ↑ About Ashes of Creation.
- ↑ Direct, 2023-04-28 (1:24:36).
- ↑ Vidéo, 2023-11-30 (28:22).
- ↑ 37.0 37.1 Direct, 2020-07-31 (1:05:58).
- ↑ 38.0 38.1 38.2 38.3 Direct, 2020-07-25 (1:04:50).
- ↑ 39.0 39.1 39.2 Direct, 2022-05-27 (1:00:23).
- ↑ 40.0 40.1 40.2 40.3 Direct, 2017-05-08 (54:26).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 42.0 42.1 Direct, 2019-12-17 (1:14:42).
- ↑ 43.0 43.1 Direct, 2023-03-31 (59:10).
- ↑ Vidéo, 2023-03-31 (16:42).
- ↑
- ↑ 46.0 46.1 Vidéo, 2023-11-30 (16:58).
- ↑
- ↑ Direct, 2017-12-15 (1:09:36).
- ↑ Direct, 2021-01-29 (1:23:23).
- ↑ 50.0 50.1 Direct, 2017-10-31 (33:28).
- ↑
- ↑ Entrevue, 2017-01-20 (06:12).
- ↑ Direct, 2017-05-24 (48:00).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 55.0 55.1 55.2 Direct, 2018-09-27 (48:13).
- ↑ 56.0 56.1 Direct, 2021-11-19 (52:35).
- ↑ Direct, 2023-01-27 (4:18).
- ↑ 58.0 58.1 58.2 Node series part I
- ↑ Ashes of Creation FAQ.
- ↑ Entrevue, 2018-04-20 (7:22).
- ↑ Entrevue, 2018-05-11 (55:16).
- ↑ 62.0 62.1 Direct, 2018-07-09 (39:32).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Vidéo, 2017-05-30 (0:01).
- ↑ 66.0 66.1 Direct, 2017-07-18 (36:47).
- ↑ Direct, 2017-06-01 (29:33).
- ↑ Direct, 2017-07-28 (41:25).