Gardes
Gardes will kill corrupted players on sight.[2]
- NPC guards are capable of being killed, but they have high skill levels, damage mitigation, and power levels.[3]
- Guards are capable of being killed. However, that is a very tall barrier to surpass; meaning that their skill level is relatively high. Their damage mitigation, their output, and power: those things are very difficult to overcome. But they can be killed; and again you can upgrade guards through policies, through upgrades within the barracks structures; and you can even place mercenaries and guards ahead of certain events.[3] – Steven Sharif
- Maires of nodes can unlock higher tier NPC guards through policies or by upgrading their barracks service building.[3][4][5][6]
- Gardes may be available for hire to defend freeholds after a successful node siege.[7] NPC guards that permanently exist on a freehold are not a planned feature.[8]
List of NPC guards
Reputation
Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[9][10][11]
- Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[9] – Steven Sharif
- Node reputation applies to both node citizens and non-citizens.[9]
- Excessive negative reputation may cause a character to be deemed enemy of the state of a node.[11]
- Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[11]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[11] – Steven Sharif
Certain PNJs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[12][13][11][14]
- Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[10][11]
- Higher node reputation can unlock rarer commissions.[9]
- Gardes will kill corrupted players on sight.[2]
- Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[10] – Steven Sharif
- NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[15]
NPC race
Les PNJs vont réagir différemment aux différentes balises d'un personnage.[16]
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[18][19][20]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[19] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[18]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[18] – Steven Sharif
- Compétences such as Stealth and Camouflage can dampen NPC perception.[18]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[21]
Mercenaires PNJs
Mercenaires PNJs can be hired to participate in objective-based situations.[23][24][25]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[26][27][23][24]
- Maires are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[24][25]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[26]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[27][23]
- These mechanics are subject to change based on testing and priorities.[26][27]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[25]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[25] – Steven Sharif
Siege NPCs
Siege NPCs, Gardes, and mercenary NPCs serve as defense points during sieges and other events.[28][29]
- Only combat PNJs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[28][30]
- Upgrades to the node's Casernes may allow a garrison of siege NPCs to be spawned in the event of an attack.[28]
- Mercenaires PNJs can be hired in advance.[28] They are intended to be a significant presence but not the main line of defense in a siege.[31]
Siege objectives
Each node has a number of districts, depending on its stage.[32]
- Districts are taken by defeating a "raid boss" guard NPC in that district.[32]
- If attackers take over a district, they gain that district as a respawn location.[32]
- Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[33][32]
Defenders can assault the outposts of the attackers to hinder them.[32]
Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[35]
As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[36] – Steven Sharif
Artificial intelligence
Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[38]
- Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[39]
- Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[40]
- Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[41]
- Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[42]
- Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[21]
Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[43]
Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[43] – Steven Sharif
Visuels
Voir également
Les références
- ↑
- ↑ 2.0 2.1 Direct, 2020-02-28 (1:14:38).
- ↑ 3.0 3.1 3.2 Direct, 2023-08-31 (2:08:54).
- ↑ Direct, 2023-08-31 (2:06:21).
- ↑ Direct, 2023-04-07 (1:19:41).
- ↑ Direct, 2022-08-26 (1:17:04).
- ↑ Direct, 2017-05-19 (28:04).
- ↑ Direct, 2018-01-18 (31:05).
- ↑ 9.0 9.1 9.2 9.3 Direct, 2024-02-29 (57:27).
- ↑ 10.0 10.1 10.2 Direct, 2023-08-31 (1:06:01).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 Direct, 2021-12-23 (1:26:36).
- ↑ Direct, 2023-07-28 (1:19:55).
- ↑ Direct, 2023-02-24 (1:22:04).
- ↑
- ↑ Direct, 2017-11-17 (29:45).
- ↑ Podcast, 2018-04-23 (29:56).
- ↑ Direct, 2021-03-26 (54:26).
- ↑ 18.0 18.1 18.2 18.3 18.4 Direct, 2024-02-29 (3:12).
- ↑ 19.0 19.1 19.2 Direct, 2023-11-30 (1:36:32).
- ↑ 20.0 20.1 Direct, 2018-06-04 (29:28).
- ↑ 21.0 21.1 Direct, 2022-02-25 (1:03:32).
- ↑ Direct, 2023-05-31 (58:25).
- ↑ 23.0 23.1 23.2 Direct, 2020-08-28 (1:41:24).
- ↑ 24.0 24.1 24.2 Direct, 2020-06-26 (59:11).
- ↑ 25.0 25.1 25.2 25.3 Direct, 2019-11-22 (1:14:23).
- ↑ 26.0 26.1 26.2 Direct, 2022-05-27 (1:18:09).
- ↑ 27.0 27.1 27.2 Direct, 2021-04-30 (1:01:10).
- ↑ 28.0 28.1 28.2 28.3 Direct, 2023-08-31 (2:09:32).
- ↑
- ↑
- ↑ Direct, 2017-07-28 (36:51).
- ↑ 32.0 32.1 32.2 32.3 32.4
- ↑ 33.0 33.1 Entrevue, 2020-07-19 (37:58).
- ↑ Direct, 2017-05-19 (47:07).
- ↑ Direct, 2019-11-22 (17:59).
- ↑ Direct, 2019-11-22 (15:48).
- ↑ 37.0 37.1 Direct, 2021-06-25 (21:24).
- ↑ About Ashes of Creation.
- ↑ Direct, 2017-05-05 (11:55).
- ↑ Direct, 2017-07-28 (43:57).
- ↑ Direct, 2018-04-8 (PM) (3:56).
- ↑ 42.0 42.1 42.2 42.3 Entrevue, 2021-06-13 (22:20).
- ↑ 43.0 43.1 43.2 43.3 43.4 Podcast, 2018-05-11 (24:23).