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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]

List of quests

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Quest Location Quest giver Steps XP Monnaie
A Feast of Flowers Agricultural supplies Master Forager 1 0
A Mountain Hike Winstead Sir Jansen 7 5,200
A New World Alpha-1 starting area Given by default 1 10
A Place Like No Other Alpha-1 starting area Sergeant Landry 2 1,700
Aiding the Order Alpha-1 starting area Jhal 2 350
Arrows to the Corporal Alpha-1 starting area Lieutenant Griori 3 10
Becoming Skilled Alpha-1 starting area Lieutenant Griori 2 10
Cave Survey Alpha-1 starting area Corporal Cuhlum 4 4,000
Crafting a Sword Alpha-1 starting area Blacksmith 8 3,000
Crafting a Wand Alpha-1 starting area Blacksmith 8 3,000
Finding a Foothold Alpha-1 starting area Given by default 3 65
Gather Nightbloom Alpha-1 starting area Eswyn 6 4,000
Hidden Inferno Alpha-1 starting area Lieutenant Griori 10 18,600
Honoring Ancestors Alpha-1 starting area Attendant Wynden 3 3,000
Lesson One: Zoology Alpha-1 starting area Scholar Rhea 7 2,400
Lesson Two: Botany Alpha-1 starting area Scholar Rhea 5 2,400
Lord's quest Village (organiser 3) or higher node
Magical Ice Alpha-1 starting area Olexia Fobrasna 4 18,600
Meet the Headmaster Alpha-1 starting area Lieutenant Griori 1 1,700
Narrative: A Burden to Bear, part I Winstead Mysterious Corpse 2 7,700
Narrative: A Burden to Bear, part II Na'ala Changeling Girl 4 7,700
Prepare to Craft Alpha-1 starting area Blacksmith 2 10
Seeping Poison Alpha-1 starting area Headmaster Varus 3 18,600
Tale of a Totem The Tower of Carphin 8 4000
Talking Shop Alpha-1 starting area Merchant 2 10
Task: Perimeter Patrols Alpha-1 starting area Lieutenant Griori 4 1,700
Task: Predator or Prey? Alpha-1 starting area Lieutenant Griori 2 1,700
The Apparition Alpha-1 starting area Location based 10 18,600
The Final Lesson Alpha-1 starting area Scholar Lodi 9 3,000
The Ruins of Thanalas Quest The Ruins of Thanalas Splint 4
The Warrior's Prayer Alpha-1 starting area Attendant Wynden 5 3,000
They Deserved Better Remains of Oakenbane Keep 3 225 10508
We Rise after Felling Woodshops Master Woodcutter 1 0

Quest givers

Alpha-1 early quest giver nameplate indicator.[1]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[3]Steven Sharif

Quest giver PNJs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[3]

  • Quest givers are identified by a green shimmer on their nameplates.[3]
  • Not every quest/quest-giver will originate from within a node.[6]

Quest markers

Il y aura des moyens subtils par lesquels les joueurs vont acquérir la connaissance que quelque chose est à faire dans un zone.[7]

  • Il n'y aura pas de marqueurs de quête flagrants tels que des points d'interrogation ou d'exclamation pour dire aux joueurs où tourner.

List of quest givers

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Alpha-2 work-in-progress quest dialog designed by Colby Marchi.[8]

When you're servicing multiple dialogue trees that have many different options, this approach is really conducive to keeping those options front-and-center to the player: letting them see that and navigating through the dialogue tree with a very easy to interact with quest window.[8]Steven Sharif

List of quest rewards

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Item Icon Item type Rarity Level requirement Set
Crude Sickle Blade CrudeHerbalismSickleIcon.png Reagent
Crude Sickle Handle CrudeHerbalismSickleIcon.png Reagent
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[9]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[10]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[11]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[12]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[13][11][10][14]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[14]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[22]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[13]
  • Arcs Narratifs drive one or more storyline quests within the game.[24][25][26][27][17]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[24][25]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[24]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[29]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[29]Skott B
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.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[33]

Story arc chapters

Quest journal showing story arc chapters.[34]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[16]Steven Sharif

Each chapter (phase) in a story arc can cause changes across the entire server, such as environments, monsters, PNJs, Quêtes, and pathways.[26][12][15][16][17]

  • Players can progress a chapter by completing story arc quests within the timeframe that each chapter is active.[26]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[25]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[35]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[24][25]
It's not just a matter of completing the laundry list of things that the NPC has you do, but you pick from a whole bunch of objectives, many of them optional. Some of them, if not most of them, hidden when you first undertake the quest. So go dig up a guide, or blaze your own trail, or whatever; but depending on which objectives you complete, those are the things that help the server aggregate what is going to happen in later phases of the story arc. And that's across all of the players participating during that time frame: what objectives they decide to complete.[25]Skott B
  • Story arcs can last for days, which reduces pressure to log in daily to remain competitive.[36]
Story arcs normally progress according to the passage of real-time, which is clearly indicated in your quest journals. Even if a zerg guild throws all their resources at a story arc, they can't lock anyone out of participating by doing all the participation on their own. You'll have the time indicated in your quest journal to finish the content available in that chapter.[29]Skott B
  • Most story arcs will repeat with a cooldown, but major story arcs will only occur one-time: These can be replayed, but in a non-interactive way where any choices made do not impact the world.[36][37]
The cooldowns between arcs repeating will also be quite long- proportional to the length of the chapters, but we're still in pursuit of the right numbers there. You can't do the individual quests again until the entire arc restarts.[35]Skott B
  • Some events will only be available while story arcs are in certain chapters.[35]

Quêtes d'histoire

Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[27]

Il y aura beaucoup de quêtes différentes qui auront des étapes dans l'histoire ; et ces étapes peuvent être éventuellement échouées. Vous pouvez franchement rater une histoire ; ce qui n'est pas terrible quand on y pense, mais en même temps ce risque rend votre investissement beaucoup plus important.[27]Steven Sharif


Epic/legendary quests

Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[39]

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[40]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[40]Jeffrey Bard


The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[41]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[42]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[43]Steven Sharif

Evénements are things that happen in Ashes of Creation as the result of development in the world.[43][44] There are several different types of events that are triggered due to certain conditions (predicates) being met.[28][45][41][46] Events are scaled to fit local, regional, and global needs.[47][5]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[48]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[49][43][50][51][52]
    • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[53][54][55]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[56][5]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[53]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[57]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[57]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[58]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[44]
  • There may be one-off events.[48]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[28][45][41][46]

Monster coin events

Monster coin concept art.[41]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[68]Steven Sharif

Pre-alpha monster coin system.[69]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[70]

Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[71][64][65]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[41]

Monster coin events are system spawned events.[64][72]

  • They are structured in a way to prevent groups from gaming the system.[72]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[73]
  • Server messages appear for players in the vicinity of these dynamic events.[74]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[68]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[68]Steven Sharif

The Ancients are not going to be part of the monster coin system.[77]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[78]Steven Sharif


Tâches are quests without excessive amounts of text.[79]

  • Tasks refer to node-based objectives that are narrative based.[79]
  • Tasks come and go in regional areas; and react to events in the world.[79]

Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).[5]

PvP quests

There will be PvP quests in Ashes of Creation.[80]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[80]Steven Sharif

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[81][82]

We don't really have dailies.[81]Steven Sharif
I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[82]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[84]

  • There will be no "grindy" quests.[84]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[85]
  • The aspiration is to have more things to do in the game than a player has time to do.[84]

Quêtes raciales

Les Quêtes peuvent être basées sur la race d'un personnage.[86]

Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[86]

Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[86]Steven Sharif

La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[87]Steven Sharif

Les Quêtes qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[88]

NPC races

Les PNJs vont réagir différemment aux différentes balises d'un personnage.[86]

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

Class-specific quests

There will be class-specific quests in Ashes of Creation.[89]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[89]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[90]Steven Sharif

Solo quests

Ashes of Creation provides gameplay options for solo oriented players.[92]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[92]Steven Sharif

Voice acting

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[95]Steven Sharif
Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[99]Steven Sharif

Mayoral commissions

Alpha-2 Mayoral commissions.[100][101]

Mayoral commissions serve as a strategic decision base for the mayor. What issues am I facing? What issues do I believe I will face? How is this aligning with my strategy? And then how will my citizens help me help participate in accomplishing these goals so that I'm best set strategically for what I intend to do with those commissions?[102]Steven Sharif

Mayoral commissions are simple types of quests with singular objectives that are able to be initiated by mayors.[100][101][103]

  • There will be a cap to the number of commissions that can be accepted by a single player.[104]
  • Mayoral commissions can be conducted by both citizens and non-citizens, but only citizen contribution will generate mandates for the node.[104][101]
Q: Is participation always going to be greater for larger nodes by default, or can a small node with close to 100 participation still greatly benefit from them?
A: That's gonna come down to what commissions the mayor is initiating. Level three nodes aren't going to be initiating mayoral commissions that require thousands of players to participate, because they don't have access to those; where Metropolises that have a huge citizenship base will get access to those kinds of commissions. So the rewards will be proportionate to the node level and the expected amount of citizens.[105]Chris Justo

System driven caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[106][107][108]

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.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[109]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[110]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[109]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Maires to obtain needed resources from other nodes.[28][106][107]

  • Players can participate in helping to defend the caravan if they wish.[106]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[106]Steven Sharif

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[112]

There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[112]Steven Sharif

Quests and reputation

Good actions, such as participating in civilization building, may result in a character gaining 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.[113][112]

  • Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[112]
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.[112]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).[114][115][112][116]

  • Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[113][112]
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.[113]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.[118]

Collection quests

There will be collection quests.[119]

Quest sponsorship

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.

Players can sponsor quests on a bulletin board.[120]

Removing player corruption

Concept art de cimetière par Tad Ehrlich.[121]

Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.

  • Mourir retire une part significative du score de corruption du joueur.[122]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[123]
    Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[123]Steven Sharif
  • Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[124][122]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[125]
  • La durée de la corruption est réduite dans les noeuds militaires.[126]


Voir également

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