System driven caravan initiation

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Mayoral caravans are system-driven caravans that are launched by Maires to obtain needed resources from other nodes.[1][2]

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 initiate quest driven caravans (via a NPC) with the following parameters.[3]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[3]Steven Sharif
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[3]Steven Sharif

System driven/mayoral caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[1][2][7]

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.[8]
  • 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.[9]
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[10]
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.[8]Steven Sharif

Routes commerciales

Mayoral caravan launched by a mayor to establish a trade route with another node.[2]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[11]Steven Sharif

Routes commerciales in Ashes of Creation refer to.

  • Roads for the transit goods via the caravan system.[12]
    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.[12]
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.[11]Steven Sharif

Roading

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[15]

Our road system in-game is essentially driven by pre-placed routes 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 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.[16]Steven Sharif

Roads adjusting to adjacent node progression.[17]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.[17]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[16]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[16]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[16]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[16]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[16]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[18][19][10]
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.[18]Steven Sharif

Different seasons and events may affect access to various roads.[20][21][22][23]

  • Pathways that are open during summer may be closed during winter.[20][23]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[20][21][22][24]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[15][21]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[15][20][23]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[23]
    • Ice will make roads bumpy and slippery.[25]

Underrealm routes will open or close dynamically (based on node states).[26]

  • 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.[27][26]
  • 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.[26]

Caravan components can be utilized to improve on-road or off-road speeds of caravans.[28]

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.[28]Chris Justo

Propriété privée may not be placed in close proximity to roads.[29]

Caravane JcJ

Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[31]

  • Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[32][33]
  • Un groupe devra attaquer une caravane avec succès.[34][35]
  • Une caravane persistera dans le monde pendant une période de 5 à 10 minutes si son propriétaire se déconnecte ou s'il est déconnecté du serveur.[36]

Mercenaires PNJs

Mercenaires PNJs can be hired to participate in objective-based situations.[38][39][40]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[41][42][38][39]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[40]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[40]Steven Sharif

Destruction de caravane

Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[34][43][44]

  • Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[45]
  • Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[46][44]

Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[44]Steven Sharif

Types de caravanes

Il existe différents types de Caravanes dans Ashes of Creation.[7][2]

Le système de caravane est un autre point important du système de nœud. Elles sont l'une des activités économiques principales et il existe plein de différents types de caravanes.[2]Jeffrey Bard

Voir également

Les références

  1. 1.0 1.1 Direct, 2023-08-31 (2:10:23).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Vidéo, 2019-07-15 (2:12).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Direct, 2017-06-30 (53:57).
  4. Direct, 2020-10-30 (1:03:52).
  5. Entrevue, 2020-07-19 (41:32).
  6. Direct, 2020-04-30 (1:14:44).
  7. 7.0 7.1 7.2 7.3 Direct, 2017-07-28 (19:43).
  8. 8.0 8.1 caravan zerg.png
  9. About Ashes of Creation.
  10. 10.0 10.1 Direct, 2018-02-09 (45:48).
  11. 11.0 11.1 11.2 11.3 Podcast, 2021-09-29 (8:38).
  12. 12.0 12.1 Vidéo, 2022-05-27 (17:15).
  13. Direct, 2017-05-17 (30:53).
  14. Kickstarter - We Just Broke $1,500,000!
  15. 15.0 15.1 15.2 Vidéo, 2023-10-31 (34:12).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Direct, 2021-01-29 (1:13:04).
  17. 17.0 17.1 Direct, 2022-01-28 (33:25).
  18. 18.0 18.1 Direct, 2023-10-31 (1:16:34).
  19. Vidéo, 2023-10-31 (28:06).
  20. 20.0 20.1 20.2 20.3 Vidéo, 2022-05-27 (15:50).
  21. 21.0 21.1 21.2 Podcast, 2021-04-11 (23:36).
  22. 22.0 22.1 Direct, 2020-06-26 (1:29:06).
  23. 23.0 23.1 23.2 23.3 Direct, 2017-05-08 (20:27).
  24. Our immersive world - Environments.
  25. frosty-roads.png
  26. 26.0 26.1 26.2 Direct, 2020-10-30 (1:19:13).
  27. Direct, 2022-08-26 (53:26).
  28. 28.0 28.1 Vidéo, 2023-10-31 (20:17).
  29. Direct, 2017-05-19 (32:23).
  30. Direct, 2020-03-28 (1:27:28).
  31. caravan zone.png
  32. caravan UI.png
  33. Direct, 2017-05-22 (40:40).
  34. 34.0 34.1 Direct, 2017-05-15 (45:20).
  35. Direct, 2017-05-22 (40:41).
  36. Direct, 2020-07-25 (55:32).
  37. Direct, 2023-05-31 (58:25).
  38. 38.0 38.1 38.2 Direct, 2020-08-28 (1:41:24).
  39. 39.0 39.1 39.2 Direct, 2020-06-26 (59:11).
  40. 40.0 40.1 40.2 40.3 Direct, 2019-11-22 (1:14:23).
  41. 41.0 41.1 41.2 Direct, 2022-05-27 (1:18:09).
  42. 42.0 42.1 42.2 Direct, 2021-04-30 (1:01:10).
  43. Direct, 2017-12-15 (1:04:25).
  44. 44.0 44.1 44.2 Entrevue, 2019-04-15 (26:59).
  45. Entrevue, 2019-04-15 (28:28).
  46. Certificates.jpg
  47. Ashes of Creation Store: Ramstone Hauler.