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Updated Ashes of Creation map.[1][2]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[2]Steven Sharif

Alpha-2 work-in-progress map UI.[3]

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]
  • Not every server will share the same map, as player decisions will vary between servers.[11][12][7]
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
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.

Verra

Le nom du monde d'Ashes of Creation est Verra.[17]

Shape of Verra

Le monde de Verra n'est pas plat,[18] mais on ne peut pas en faire le tour [19]

La planète Verra n'est pas plate. Vous ne verrez peut-être pas de courbure à l'horizon, mais d'un point de vue théorique, l'univers de Verra adhère à certaines lois physiques de base que nous connaissons dans le monde réel, ce qui signifie qu'elle n'est pas plate.[18]Steven Sharif
There will not be world wrapping in Ashes of Creation.[19]Steven Sharif

Biomes

Volcano area concept art by Ricky Ho.[20] [21]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[22]Jeffrey Bard

Alpha-1 Oasis environment preview.[24]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[25]Michael Bacon

There are approximately 18 biomes (environments) in Ashes of Creation.[25]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[26]Michael Bacon

World size

480 km2 (kilomètres carrés) est la taille du monde approximative au lancement.[29] Ceci comprend le contenu aquatique et terrestre.[30]

  • 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.[31]

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...[31]Steven Sharif

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.[32]Steven Sharif

  • Il est attendu qu'un joueur sur sa mounture puisse traverser la totalité de la carte en quelques heures.[33]

Estimated travel times

So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[38]Steven Sharif

Travel objective Running.[13] Mounted.[13]
From one end of a Métropole (organiser 6) node to the other 2.83 minutes 1.67 minutes
From the center of a node to the center of its direct neighbor 5 minutes 3.5 minutes
From the northernmost to southernmost points of a continent 75 minutes 50 minutes

Historical map sizes

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[39]Steven Sharif

Testing phase Map size (approximate)
Alpha-0 16 km2.[34]
Ashes of Creation Apocalypse battle royale 6.25 km2.[35]
Ashes of Creation Apocalypse battle royale Forest of Erinthia 1.25 km2.[36]
Alpha-1 70 km2.[40]
Alpha-2 220 km2.[40]
Launch (original estimate) 480 km2 [31][29][30]
Launch (new estimate) 1,200 km2 [2]

Exploration

Exploration in Alpha-1.[41]

We want to put things in the world that are dynamic, so there are reasons to keep going out and keep exploring.[42]Akil Hooper

Players will be rewarded for exploring.[44][45][46]

Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[45]Steven Sharif
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests.[45]
  • Certain relics can only be discovered through exploration.[45]
  • Constellations may only be seen at certain times at specific locations.[45]
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.[45]Steven Sharif
It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[47]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.[44]Steven Sharif

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.[44][45][50][51][52]

  • Treasures (and treasure maps) will enable players to reap economic gains from exploration.[45]
  • The more treasure a player finds the better maps they can create.[52]
  • Hints are given through rumor mills, interaction with different PNJs, and gaining access to potential dig sites.[52]
  • Treasure hunting will be a "way of life" rather than a profession.[51]

Treasures may also be obtained through fishing and by exploring naval content.[53][54]

Nœuds

Il y aura 103 emplacements de nœuds ordinaires lors de la sortie, en plus de 15 nœuds de châteaux (5 châteaux x 3 nœuds de châteaux chacuns)[55][56][57] pour un total de 118 nœuds.[58][59]

Node locations

Node maps

Players will have access to a node map UI that will show a node's building plot locations.[62]

Node simulation

Simulation of node interactions.[63]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[63]Steven Sharif

The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[63]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[63]Steven Sharif

  • It also simulates events, such as PNJs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[63]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[63]Steven Sharif

  • Sièges de Nœuds are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[63]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[63]Steven Sharif

  • It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZI across a waterway, or having territories expand out to islands or across continents.[63]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[63]Steven Sharif

Economic regions

Nous voulons que nos joueurs aient une raison d'explorer les régions sauvages, de voyager avec un but précis, et une grande partie de cela sera déterminée par notre système de ressources. Le transport de ces biens pourrait être plus difficile que leur collecte. Notre système de marché régional permet aux joueurs de participer à la création d'économies de poche qui renforceront la stabilité des marchandises dans des régions particulières. Les joueurs pourront déplacer des ressources et s'installer dans d'autres régions pour profiter de la diversité des marchés. Les ressources étant générées de manière dynamique, certaines régions deviendront naturellement des plaques tournantes importantes pour le transport des marchandises dans le monde entier.[64]

Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[65][66]

L'ensemble de la carte serait sous l'influence d'une des 5 régions de château. Cependant, les régions de châteaux ne sont pas le seul TYPE de région - il y a aussi des régions économiques, entre autres.[66]Sarah Flanagan

Castle regions

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Les châteaux de guilde influencent une région de château autour d'eux.[69]

La région d'un château représente 1/5ème du monde du jeu.[70] Les régions d'un château, les régions économiques et les zones d'influence (ZOI) des nœuds peuvent se chevaucher.[71][68]

Les limites de la région du château ne changent pas.[71] Les châteaux de guilde peuvent imposer une taxe sur tous les revenus des nœuds situés dans leur région.[73][74]

Roads

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[75]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[76]Steven Sharif

Roads adjusting to adjacent node progression.[77]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.[77]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[76]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[76]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[76]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[76]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[76]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[78][79][80]
Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[78]Steven Sharif

Different seasons and events may affect access to various roads.[81][82][83][84]

  • Pathways that are open during summer may be closed during winter.[81][84]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[81][82][83][85]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[75][82]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[75][81][84]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[84]
    • Ice will make roads bumpy and slippery.[86]

Underrealm routes will open or close dynamically (based on node states).[15]

  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[13][15]
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[15]

Caravan components can be utilized to improve on-road or off-road speeds of caravans.[87]

You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[87]Chris Justo

Propriété privée may not be placed in close proximity to roads.[88]

Points d'intérêt

pasted image at 2017 10 26 07 13 pm.png

Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[42] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[89]

  • Les Populations changeront.[89]
  • La difficulté du contenu changera.[89]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[89]
  • Différents types d'adversaires avec différentes histoires.[89]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[7]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[7]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[7]

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.[7]

Dungeon locations

Donjons and other points of interest are located throughout the map in-between the 85 node locations.[90]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[91]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[92][90]

Corrupted areas

Alpha-2 corrupted area in the Riverlands biome.[93]

We just saw a corrupt zone and that zone becomes corrupt after a period of time in which players are not addressing some issues that arise through certain events or through certain story arcs; and that corruption can spread and corruption changes the spawners for resources and for monsters; and that has a fundamental effect on the resource economy of the game.[94]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[94][95][96][97][98][99][100]

  • These are sources of NPC events that players need to address before they grow out of hand.[94][102][99]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[94][101]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[103]
It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[103]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[104]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[106]Steven Sharif

Landmarks

200 foot tall Pyrian statues in Alpha-1.[110]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[110]

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.[110]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.[110]Mat Broome

Notable landmarks

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'.[111]

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.[111]Steven Sharif

Resource locations

Alpha-1 mine shaft.[116]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[64]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[117]

  • 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.[118][119][120]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[121][119][120][122][123]
    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.[120]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.[120][122][124]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[121][124]
    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.[121]Steven Sharif
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.[107]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[125]
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.

Mini map

There is an in-game minimap and compass user interface in Ashes of Creation.[126][127][128]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[129]

Battle maps

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.

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.[130]

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.[130]

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.[131][132] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[133]

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]

Bounty hunter Pathfinding ability

Skill Icon Base skill
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[131][134] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[131] The pathfinding ability can be toggled on or off.[131][135]

Starting areas

Alpha-1 starting area.[136]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[137]Steven Sharif

Chaque race a sa propre zone de départ, qui intègre un portail divin.[138] L'exception à ceci sont les Tulnar, qui ont une zone de départ sans portail divin.[139]

Les joueurs pourront choisir leur passerelle divine de départ.[141] Ce choix ne sera pas limité par la race.[139]

Il y aura de petits campements de PNJs dans les zones de départ. Ils représentent les éclaireurs qui ont été envoyés en amont de l'expédition principale pour Verra. Ces campements sont conçus pour acclimater les nouveaux joueurs arrivant dans le monde.[143]

  • Bien que cela puisse présenter des avantages, il n'y a aucune obligation pour les joueurs de prendre part à n'importe quel contenu des zones de départ.[137]

Les zones de départ sont à une certaine distance les unes des autres.[139]

Un problème que beaucoup de MMOs ont, est que ces zones de départ deviennent simplement presque dépourvues de joueurs et c'est très triste parce que le meilleur élément d'un MMO est cette communauté dont vous faites l'expérience, donc un des aspects importants du système de nœuds est que ça fonctionne vraiment du point de vue de l'acquisition de nouveaux joueurs, là où ces nœuds ont tendance à se développer davantage près des zones de départ autour du monde ; et ça amène les joueurs à revenir à ces endroits s'ils sont citoyens et veulent des services dans ces villes. Ainsi, quand les nouveaux joueurs pénètrent dans le monde, ils seront en pratique probablement entourés par davantage de population, car les gens reviennent dans ces nœuds plus importants.[144]Steven Sharif

Alpha-1 starting area

Alpha-1 alpha island starting area.[145]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[145]Steven Sharif

The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[146]

Alpha-2 starting area

You'll be seeing more as we get closer to Alpha Two but this will give you a little bit of insight to the capital city of the Aelan empire prior to the Exodus. This is one of the starting areas that players enter into. This will be this one of the starting areas in alpha 2.[147]Steven Sharif

Divine gateways

Les passerelles divines sont des portails dans les zones de départ où les joueurs arrivent d'abord à Verra.[149]

Là où les joueurs débutent, ils passent par ce portail depuis un autre monde nommé Sanctus. Sanctus est un endroit sans magie et avec une technologie minime ; et les joueurs sont les premiers membres d'expéditions qui viennent à travers ce portail dans le monde de Verra.[151]Jeffrey Bard

Zones of influence

Les Nœuds sont des emplacements pré-définis, englobés dans une Zone d'influence (ZI).[152]

Chaque Nœud est responsable d'une zone géographique pré-définie appelée Zone d'Influence (ZI). Peu importe l'endroit où vous allez dans le monde, que vous soyez en train de faire une quête, de la récolte, ou un raid, vous aiderez à déterminer quel nœud va se développer, et quelles Zones d'Influence vont s'étendre. Chaque zones contrôlées par un Nœud est considérée comme sa Zone d'Influence, incluant les Nœuds vassaux, et tous les Nœuds vassaux existent à l'intérieur d'une Zone d'Influence de leurs Noeud Parent.[58]Margaret Krohn

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.[152]

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.[152]

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.[153]

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 .[154]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.[155]

Les Zone d'influence sont connectées entièrement dans le monde sans aucun creux entre elles.[156]

Il n'existe pas d'espace où vous pourrez faire quelque chose sans qu'un nœud obtienne cette expérience.[156]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.[157][16][58]

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.[158]Steven Sharif

Nœuds côtiers

Il existera des Nœuds le long de la côte et dans des archipels.[160]

  • Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[160]
  • Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[161]
  • Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[161]
  • Il sera peut-être possible d'assiéger une ville côtière par la mer.[162]

Les archipels font partie du contenu naval dans Ashes of Creation.[163][164]

Ashes of Creation Apocalypse map

Forest of Erinthia map

Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[165]

  • Breakwater Quarry
  • Chillmouth Outpost
  • Coldwind Township
  • Dream Spire
  • Erinthia's Shame
  • Glimmerbrook
  • Hallowed Vale
  • Icebound Lookout
  • Icecap Thicket
  • The Spirit Vault
  • Winstead

Original map

Ashes of Creation Apocalypse battle royale locations.[166]

  • Brighthold
  • City of Alerynn
  • City of Gant
  • Creation's Rest
  • Crystal Canyons
  • Farstrider Outpost
  • Fionne Vale
  • Fort Ryll
  • Harbinger
  • Karthmere Keep
  • La'sai Village
  • Nyliann Academy
  • Rotweald Forest
  • Sa'kaan Fens
  • Sky Mesa
  • Spire of Eremus
  • Stoneharbor
  • Town of Grimsale
  • Town of Valenn
  • Underrealm

Climat

Certains environnements (biomes) ont des climats fixes, d'autres ont des climats variables.[168]

  • Les conditions météorologiques changent selon les saisons.[168][22]Jeffrey Bard
  • Il y aura une météo dynamique qui change en intensité.[169]
    • Par exemple : de la bruine à la tempête, ou du blizzard à la neige, et inversement.

Visuels

Guides de la communauté

Voir également

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