Roads
Roads in Verra are both pre-generated and player influenced.[2]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[2]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[2]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[2]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[2]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[4][5][6]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[4] – Steven Sharif
Different seasons and events may affect access to various roads.[7][8][9][10]
- Pathways that are open during summer may be closed during winter.[7][10]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[7][8][9][11]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[1][8]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[10]
- Ice will make roads bumpy and slippery.[12]
Underrealm routes will open or close dynamically (based on node states).[13]
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[14][13]
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[13]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[15]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[15] – Chris Justo
Propriété privée may not be placed in close proximity to roads.[16]
Routes commerciales
Routes commerciales in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[19]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[19]
- Economic relationships between nodes established by Maires or node citizens.[18][17]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[18][17]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[18] – Steven Sharif
Trade agreements
Maires can enter into trade agreements with other nodes to facilitate trade between the nodes.[22][17][23]
- There are a limited number of trade agreements that a node can have.[22]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[22][17]
- Trade agreements affect reputation between the nodes.[24][25]
- Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[26] – Steven Sharif
Traversing waterways via caravan
Raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[27][5][28][29][30]
- There will be a delay of "a few minutes" while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[27][5][28][29]
- Part of this transition process is again the risk that you're introducing for the reward of having greater flexibility in movement through the land and that risk is basically you're a sitting duck here for lack of a better term.[27] – Steven Sharif
- The conversion structure does not benefit from damage mitigation points of land or raft caravans, so it's a very weak position to be in.[31]
- There's two kinds of methods to crossing rivers: One of them is with bridges, which are constructed by mayors and players, but the other method is via a transformation into a raft... It'll make you a little bit of a sitting duck while you're transitioning. Once you're in the water you'll get a nice speed boost from the currents; and it's a alternate means to getting stuck on the choke points that are bridges.[5] – Chris Justo
Skill | Icon | Base skill |
---|---|---|
Convert to Caravan | Allows the raft caravan to turn into a vehicle that can traverse land.[ citation requise ] | |
Convert to Raft | Allows the caravan to turn into a vehicle that can cross calm waters.[32] |
Seasons affecting roads
Seasons affect different zones (environments/biomes) based on their location in the world.[35][10]
- A majority of environments will experience either two or four seasons, excluding corrupted areas, which is considered a "season" itself.[36]
- Some biomes will have seasons that are less (or more) temperate. For example: Northern, Southern and Tropical regions.[37] Other biomes will have fixed climates.[38]
- Biomes that are affected by seasonal cycles may experience drastic visual differences between seasons.[35]
- Evénements may radically change the current season a zone is in, or elongate it.[8][9] This includes weather changes.[10]
- There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[37]
- Articles, crop cycles, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[8][39][10]
- Ocean and underwater areas will not have seasonal changes.[40]
- Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[10] – Steven Sharif
- Different seasons may affect access to various roads.[8][9][10]
- Pathways that are open during summer may be closed during winter.[10]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[8][9][11]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[10]
- Ice will make roads bumpy and slippery.[12]
- Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[41]
Seasonal changes
Seasons change on a regular basis, but may also be triggered or elongated by certain events.[43][44][45]
- They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[44] – Steven Sharif
- The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[46] – Steven Sharif
- Environmental seasons are not to be confused with PvP seasons, which last for six months.[47]
- In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[11]
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[49][7][10][50]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[49][7]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[49] – Steven Sharif
Freehold placement on roads
Les propriétés privées peuvent être placées n'importe où dans la zone d'influence d'un village (stage 3) d'un nœud (ou plus) tant qu'elles ne sont pas à proximité de l'un des éléments suivants : [16]
- D'un itinéraires de cheminement (Route).[16]
- D'un donjon ou autre points d'intérêt, peu importe l'avancement du nœud.[16][52][53]
- D'une zones de spawn.[16]
- D'une autre parcelle d'une propriété privée déjà occupée.[16]
- D'un élément de terrain large, tels que des flancs de montagne ou des falaises.[54]
Pour placer une propriété privée dans un nœud, il est nécessaire d'obtenir un certificat auprès d'un des dirigeant du nœud.[55]
Plus l'avancement d'un node est important. Plus il sera possible de construire des propriétés au sein de sa zone d'influence.[56]
- Un espace suffisant sera disponible pour placer des propriétés dans la zone d'influence d'un nœud village (stage3).[57]
Un regroupement de propriétés privées placés ensemble est considéré comme faisant partie du nœud et ne deviennent pas un nœud distinct, autrement que via le jeu de rôle.[58]
Underrealm routes
The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[63]
- The Underrealm is estimated to be not too much bigger than 100 km2 in area.[64][65] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[14][13]
- The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[66] – Steven Sharif
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[64][14][13]
- The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[14] – Steven Sharif
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[13]
- There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[67][68]
- There won't be boats and other water vehicles in the Underrealm.[67]
- There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[67] – Steven Sharif
Points d'intérêt
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[69] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[70]
- Les Populations changeront.[70]
- La difficulté du contenu changera.[70]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[70]
- Différents types d'adversaires avec différentes histoires.[70]
- Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[71]
- Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[71]
- Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[71]
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.[71]
Visuels
2024-02-02 2022-01-30
Voir également
Les références
- ↑ 1.0 1.1 1.2 Vidéo, 2023-10-31 (34:12).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Direct, 2021-01-29 (1:13:04).
- ↑ 3.0 3.1 Direct, 2022-01-28 (33:25).
- ↑ 4.0 4.1 Direct, 2023-10-31 (1:16:34).
- ↑ 5.0 5.1 5.2 5.3 Vidéo, 2023-10-31 (28:06).
- ↑ Direct, 2018-02-09 (45:48).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Vidéo, 2022-05-27 (15:50).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Podcast, 2021-04-11 (23:36).
- ↑ 9.0 9.1 9.2 9.3 9.4 Direct, 2020-06-26 (1:29:06).
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 Direct, 2017-05-08 (20:27).
- ↑ 11.0 11.1 11.2 Our immersive world - Environments.
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Direct, 2020-10-30 (1:19:13).
- ↑ 14.0 14.1 14.2 14.3 Direct, 2022-08-26 (53:26).
- ↑ 15.0 15.1 Vidéo, 2023-10-31 (20:17).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Direct, 2017-05-19 (32:23).
- ↑ 17.0 17.1 17.2 17.3 17.4 Vidéo, 2019-07-15 (2:12).
- ↑ 18.0 18.1 18.2 18.3 Podcast, 2021-09-29 (8:38).
- ↑ 19.0 19.1 Vidéo, 2022-05-27 (17:15).
- ↑ Direct, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 22.0 22.1 22.2 Direct, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ Blog: Development Update with Village Node.
- ↑ Direct, 2023-08-31 (44:21).
- ↑ Direct, 2018-04-8 (AM) (18:59).
- ↑ 27.0 27.1 27.2 27.3 27.4 Vidéo, 2024-01-31 (15:35).
- ↑ 28.0 28.1 Direct, 2020-05-29 (1:28:38).
- ↑ 29.0 29.1 Direct, 2020-04-30 (58:05).
- ↑ Direct, 2018-04-8 (AM) (15:46).
- ↑ Direct, 2020-05-29 (1:29:41).
- ↑
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ Vidéo, 2022-05-27 (9:34).
- ↑ 35.0 35.1 35.2 35.3 Direct, 2022-04-29 (56:24).
- ↑ Direct, 2023-03-31 (58:27).
- ↑ 37.0 37.1 Direct, 2018-09-27 (41:33).
- ↑ Direct, 2017-07-18 (36:47).
- ↑ Direct, 2019-07-26 (1:32:40).
- ↑ Direct, 2022-09-30 (1:25:56).
- ↑ Direct, 2022-06-30 (1:10:19).
- ↑ Vidéo, 2022-05-27 (6:33).
- ↑ 43.0 43.1 Direct, 2022-05-27 (1:13:39).
- ↑ 44.0 44.1 44.2 Vidéo, 2022-05-27 (12:50).
- ↑ 45.0 45.1
- ↑ 46.0 46.1 Direct, 2022-06-30 (2:57).
- ↑ Entrevue, 2020-07-18 (16:34).
- ↑ Vidéo, 2022-10-28 (19:10).
- ↑ 49.0 49.1 49.2 Direct, 2022-05-27 (55:47).
- ↑
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ Direct, 2020-06-26 (1:52:33).
- ↑ Direct, 2018-05-09 (40:24).
- ↑
- ↑
- ↑ Node series part II – the Metropolis.
- ↑
- ↑ Direct, 2017-05-26 (34:21).
- ↑ Forums: Dev Discussion - Dream Nodes.
- ↑ Entrevue, 2018-10-31 (6:00).
- ↑ Ashes of Creation - The visuals.
- ↑ A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
- ↑ 64.0 64.1 Direct, 2023-04-07 (22:48).
- ↑ Entrevue, 2018-08-17 (10:43).
- ↑ Entrevue, 2018-10-31 (5:43).
- ↑ 67.0 67.1 67.2 Direct, 2023-04-07 (27:30).
- ↑ Transcription, 2022-11-05 (10:46:47).
- ↑ Direct, 2017-11-17 (36:22).
- ↑ 70.0 70.1 70.2 70.3 70.4 Direct, 2017-11-17 (18:29).
- ↑ 71.0 71.1 71.2 71.3 MMOGames interview, January 2017