Points d'intérêt

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Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[1] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[2]

  • Les Populations changeront.[2]
  • La difficulté du contenu changera.[2]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[2]
  • Différents types d'adversaires avec différentes histoires.[2]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[3]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[3]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[3]

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.[3]

Carte du monde

Ashes of Creation map.[4] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[5]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[4]Steven Sharif

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.[6]Steven Sharif

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.[7] 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.[8]

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.[8]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[3]

  • These points of interest are determined by Progression de Nœud; and not every server will share the same map, as player decisions will vary server to server.[3]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[9]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[10]

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.[10]Steven Sharif

Roads

Alpha-1 early preview roading.[11]

Roads in Verra are both pre-generated and player influenced.[12]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[12]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[12]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[13]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[12]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[12]

Our road system in-game is essentially driven by pre-placed routes that 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 kind of 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.[12]Steven Sharif

Propriété privée may not be placed in close proximity to roads.[14]

Different seasons may affect access to various roads.[15][16]

Obstacles may present barriers on roads that players must remove to allow transit of goods.[16]

Underrealm routes will open or close dynamically (based on node states).[17]

Dungeon locations

Donjons and other points of interest are located throughout the map in-between the 103 node locations.[18]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[19]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[19]

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.[19]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.[19]Mat Broome

Nœuds sous-marins

Les Points of interest sous-marins qui auront des structures de PNJs pourront apparaître comme des villes, mais ne se seront pas des Nœuds.[20]

  • Il n'y aura pas de nœuds sous-marins ou dans l'eau.[21]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. 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.[22]

Economic regions are static areas defined by geographic points of interest.[23][24]

  • Castle regions are larger and encompass multiple economic regions.[23]
  • Nœuds are the glue that hold castle and economic regions together in potential synergy or chaos.[25]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[23]
  • Castle regions, Economic regions, and Node ZI (Zones of Influence) can overlap.[26]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[24]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[27]

Châteaux de guilde influence a castle region around them.[28]

Châteaux de guilde impose a tax on all revenue for the nodes within its region.[32]

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.[39][9][40]

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.[41]Steven Sharif

Battlegrounds

Battlegrounds are where JcJ battles occur in the open world.[42] These are open world PvP zones that flag players as Combatants (purple).[43]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[3]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[45]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[46]Steven Sharif

Artwork

Voir également

Les références