Gardes

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Guard uniform.[1]

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
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.

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
  • 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 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
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.
  • 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]

  • Par exemple, les PNJs elfes pourront interagir différemment avec les Humains qu'avec les Elfes.

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[18][19][20]

  • PNJs will have varying fields of view. Some will have the ability to perceive sounds.[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
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
  • 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]
  • 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]

Siege objectives

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.

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]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[33][34]

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

Le boss Jermaine Torment of Illwind.[37]

Vous pouvez voir comment nous utilisons certaines des différentes pièces d'armure - vous avez probablement vu certaines de ces pièces sur différentes tenues, comme cette cape de Corvid Castigator que Toast porte qui est aussi sur ce monstre.[37]Margaret Krohn

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]
    • La fréquence des attaques d'AoE sera plus élevée en fonction du nombre de joueurs participants.[42]
    • Déblocage de la rage ainsi que des effets de régénération et de buffs.[42]
    • Ajout de monstres et de classes de monstres.[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

  1. guard-uniform.png
  2. 2.0 2.1 Direct, 2020-02-28 (1:14:38).
  3. 3.0 3.1 3.2 Direct, 2023-08-31 (2:08:54).
  4. Direct, 2023-08-31 (2:06:21).
  5. Direct, 2023-04-07 (1:19:41).
  6. Direct, 2022-08-26 (1:17:04).
  7. Direct, 2017-05-19 (28:04).
  8. Direct, 2018-01-18 (31:05).
  9. 9.0 9.1 9.2 9.3 Direct, 2024-02-29 (57:27).
  10. 10.0 10.1 10.2 Direct, 2023-08-31 (1:06:01).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Direct, 2021-12-23 (1:26:36).
  12. Direct, 2023-07-28 (1:19:55).
  13. Direct, 2023-02-24 (1:22:04).
  14. npc rep.jpg
  15. Direct, 2017-11-17 (29:45).
  16. Podcast, 2018-04-23 (29:56).
  17. Direct, 2021-03-26 (54:26).
  18. 18.0 18.1 18.2 18.3 18.4 Direct, 2024-02-29 (3:12).
  19. 19.0 19.1 19.2 Direct, 2023-11-30 (1:36:32).
  20. 20.0 20.1 Direct, 2018-06-04 (29:28).
  21. 21.0 21.1 Direct, 2022-02-25 (1:03:32).
  22. Direct, 2023-05-31 (58:25).
  23. 23.0 23.1 23.2 Direct, 2020-08-28 (1:41:24).
  24. 24.0 24.1 24.2 Direct, 2020-06-26 (59:11).
  25. 25.0 25.1 25.2 25.3 Direct, 2019-11-22 (1:14:23).
  26. 26.0 26.1 26.2 Direct, 2022-05-27 (1:18:09).
  27. 27.0 27.1 27.2 Direct, 2021-04-30 (1:01:10).
  28. 28.0 28.1 28.2 28.3 Direct, 2023-08-31 (2:09:32).
  29. siege success.png
  30. siege npcs killable.png
  31. Direct, 2017-07-28 (36:51).
  32. 32.0 32.1 32.2 32.3 32.4 siege more info.png
  33. 33.0 33.1 Entrevue, 2020-07-19 (37:58).
  34. Direct, 2017-05-19 (47:07).
  35. Direct, 2019-11-22 (17:59).
  36. Direct, 2019-11-22 (15:48).
  37. 37.0 37.1 Direct, 2021-06-25 (21:24).
  38. About Ashes of Creation.
  39. Direct, 2017-05-05 (11:55).
  40. Direct, 2017-07-28 (43:57).
  41. Direct, 2018-04-8 (PM) (3:56).
  42. 42.0 42.1 42.2 42.3 Entrevue, 2021-06-13 (22:20).
  43. 43.0 43.1 43.2 43.3 43.4 Podcast, 2018-05-11 (24:23).