POI events

De Ashes of Creation Wiki
Sauter à la navigation Sauter à la recherche
Alpha-1 preview pirate themed dynamic point of interest flythrough.[1]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[1]Steven Sharif

POI events are events that relate to specific points-of-interest (POI) as they level up with node progression.[2]

POI events typically tell stories of the particular POI, like, why does this POI exist? Why are there monsters here at this point of interest that might be some tower, or might be some dungeon. How does that population interact with the rest of the world outside of just its point of interest? And those things could be precursors for node attacks themselves. It could address the story of nearby threats as antagonists to civilization in general. Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[3]Steven Sharif

Contenu adaptatif

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.[4] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[5]

  • Les Populations changeront.[5]
  • La difficulté du contenu changera.[5]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[5]
  • Différents types d'adversaires avec différentes histoires.[5]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[6]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[6]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[6]

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.[6]

Event levels

The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[7]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[7]Steven Sharif
  • The more players participating in an event the more challenging the event will become and the higher the rewards will be for completing the event.[8][9][10]

Corrupted areas

Alpha-2 corrupted area in the Riverlands biome.[11]

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.[12]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[12][13][14][15][16][17][18]

  • These are sources of NPC events that players need to address before they grow out of hand.[12][20][17]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[12][19]
    • 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.[21]
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.[21]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.[22]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.[24]Steven Sharif

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[28]Aimi Watanabe

The world of Verra 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.[29]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[31]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[32]Steven Sharif

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[9][34][2][35]

Voir également

Les références