Navires

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Tea transport PAX East 2018 exclusive cosmetic ship skin.[1]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[2]Steven Sharif

Navires are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[3]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[4]
    • Quest lines may have NPC driven ships.[4]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[4]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[4]Steven Sharif
  • There won't be mechanics for players to hire PNJs to carry out tasks on ships.[5]
  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[3]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[6]

Naval content will be present in Alpha-2.[8][9]

Ship classes

Navires are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[9][13][14]

Size Type Usage.[14] Crew.[15]
Small Personal vessels.[6] Solo/personal content.[9] 1-3
Medium Frigates.[16] Group content.[9] Group size (8)
Large Galleons.[17][18] Raid content.[9] Raid size (40)

The amount of crew required in order for a ship to be effective depends on the ship's class.[19]

  • All ship classes minimally require a captain to drive the ship.[19]
  • Certain ship classes will have the ability to render Contrôle de foule (CC) effects on other ships, such as a harpoon effects.[20]
Ships have their own class of vessel and the class that is related to the vessel has a certain purpose both in battle, in PvE raids, in transportation.[13]Steven Sharif

Galleons

Galleons (also called Capital or Raid ships.[9]) a class of ship in Ashes of Creation.[9][17][18][14]

  • These are targeted at naval raid content.[14]
  • Galleons have a crew size of 40 players.[15]

Naval caravans

Alpha-1 Niküa naval caravan Rendu 3D.[22]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[23]Steven Sharif

Naval caravans (also referred to as raft caravans)[24] allow the transportation of trading goods.[25]

Merchant ships

Merchant ships are part of Ashes of Creation naval content.[28]

A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravanserai, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravanserais. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[29]Steven Sharif
  • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravanserai.[29]
    • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[29]
  • Unlike naval caravans, merchant ships cannot transition into land caravans.[29]
  • Merchant ships have a much larger capacity than land caravans.[29]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[31][32][33][34][35][36][37]

Ferry services

Players can provide water-based transportation services (ferry services) but there won't be automated boats.[38]

Summoning ships

Only the player who has the ship item in their inventory can summon that ship.[3]

You can summon your ships up but you'll need to summon them from land, which means that if something happens to your armada out at sea you won't have backups to just summon immediately in the middle of the fight... They'll have to do so from shore somewhere from some port or harbor.[41]Steven Sharif

Ship building

Navale concept art.[43]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[44]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[45][46]

  • Various professions can craft ship components.[45] These components can be sold to other players.[47]
    • Previously it was stated that players utilize the ship components that are crafted by ship builders.[47][17][48][49]
Ships are built in adherence to a recipe. That recipe requires components. Those components adhere to different crafting professions that require a player to intersect and/or craft or purchase those components from the different professions and then once they have those accumulated they can do the construction process through the recipe system at a harbor.[45]
  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[44][51][52] The types of attachments that are available are dictated by the ship's class.[44]
There are absolutely attachments that can apply to the ship and some of those are decorative in nature. There are also slots that have utility aspects to them as well but are also decorative.[54]Steven Sharif
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[55]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[56]Steven Sharif

Ship repair

Navires may be repaired but it will be a lengthier process than in other games.[57]

  • Once repaired, ships can only be launched from land.[57]

Harbors

Alpha-1 harbor early preview concept.[58]

Harbors that are located in specific areas around the world along the coast and those are points of interest that get adopted by a node when they reach certain levels in proximity to that harbor, or if the node gets vasseled by a parent or sovereign node in relationship to their vassal owning that harbor.[29]Steven Sharif

Harbors appear along the coast as a result of a node being developed on or near to the coast.[47][48] Harbors have a significant amount of influence over the waters.[16]

There will be harbors that boats can go inside of those will be present along the coast. Harbors can pop up as a result of a node being developed nearby, if it's near the coast or if a node itself is on the coast it can have a harbor component to it. There will likely be quests that are granted from this harbor, specifically with regards to the sea and sea content; and what you can do in this harbor will be a lot of different things including upgrades to the boats.[48]Steven Sharif

Naming ships

Navires will be able to be named.[60]

  • Ship names may potentially appear on the ship's hull or as floating text above the ship.[61][60]

Emblèmes

The user interface will allow emblems, logos and symbols to be designed in-game.[63][64][65]

Emblem editor functionality is tentatively planned for Alpha-2.[65]

Import of user-created image content (UCC) is being considered.[68] This was previously not under consideration.[63]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[69]
I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[68]Steven Sharif
With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[69]Steven Sharif

Combat naval

Alpha-2 Negalith naval raid boss.[8]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[8]Steven Sharif

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[8][14]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[15]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[74]Steven Sharif

Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[75]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[76]Steven Sharif
  • When the ships move into an open sea (open waters/deep ocean) area. This will automatically flag players as Combatants (purple).[77][76][75] Corrupted (red) players will remain red while in the open sea.[78][79]
    • Players entering an open seas area will be notified by the UI ahead of time.[80]
    • Open sea zones have better resources in more abundance to compensate for the added level of risk.[81]
We have a very intuitive UI that that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[80]Steven Sharif

Ship weapons

Ship weapons are used for both naval PvP and PvE.[82]

  • There will be projectile-based weapons that require leading the target and predicting the movement of the opponent.[82]
  • There are faster projectile weapons that have shorter flight times and thus require less prediction, such as harpoons, which impacts a target within within one or two seconds.[82]
  • Lanceurs de Potions are used in place of canons on ships.[83] These fire slower projectiles that can take upwards of three to five seconds to impact, depending on the angle of the firing.[82]

Guns and gunpowder

Les armes utilisant la poudre à canon (poudre noire) ne seront pas présentes dans Ashes of Creation.[84]

L'armement tel que les Lanceurs de Potions, les Engins de siège et les armes utilisées dans le Combat naval, sera basé sur l'art des arcanes.[85]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[85]Steven Sharif

Ship status effects

Navires will have status effects based on the weapon types attacking the ship or the encounters that the ship is facing.[86]

Ship destructibility

Ship destruction at sea will leave its crew stranded, since ships (excluding Naval caravans) may only be summoned from a port or harbor.[39][40][41]

We don't have a recall... There is consequence for you losing the means of your mobility and if you lost the means of that mobility then those consequences are it's going to take you longer to get to where you need to go, or you're going to have to suffer some experience debt.[39]Steven Sharif
I mean traditionally if we did not use dynamic destruction, that what we would use is decals to simulate damage on the ship based on an overall hit point value. At certain hit point values we would swap out the mesh to show a more destructive state potentially; and that and you know at that point for a user in regards to immersion you know both are very similar from the immersion factor right?[87]Steven Sharif

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[73][88]

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes artisanales. As a player gains experience in these different skills they become more adept at using them.[89][90]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[89]Steven Sharif

Ship navigation

Ship navigation is enhanced by navigational instruments, such as spyglasses, that can be equipped on certain ship classes. These will give an "overview radar perspective" of the area surrounding the ship, with range based on the ship's class and the type of instrument.[92][93]

  • The render distance of other ships on the water will vary based on the class of the ship and the type of of navigational instruments being used.[92]
  • Other types of tools are available to allow ships to detect movement under the water, such as aquatic mounts.[92]
  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[94]

Winds

High winds, rain, and snow - our dynamic weather system has you covered![95]

Wind will influence the speed and direction that ships travel on the open sea (non-coastal areas of the map).[86][94]

  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[94]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[94]Steven Sharif

Tides

Waves on a beach by Michael Bacon.[96]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[97]

Ship physics

Ship physics may be simulated to avoid performance issues.[98]

Naval content

Navale content refers to content above and below the sea.[16][101]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[103]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[104]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[105]

Ship skins

Ship skins apply to certain ship types.[18]

Voir également

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