Caravanes
Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[2]
- Les caravanes sont faites pour le transfert de biens personnels et de Quêtes ainsi que des ressources pour les Châteaux de guilde et les Nœuds.[4]
- Les caravanes peuvent transporter des produits pour plus d'un joueur.[6]
- Le système de Marquage de joueur JcJ ne s'applique pas aux caravanes.[7]
Types de caravanes
Il existe différents types de Caravanes dans Ashes of Creation.[9][10]
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.[10] – Jeffrey Bard
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Maires to obtain needed resources from other nodes.[11][12][10]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[12][10][13]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[12][10]
- Players can participate in helping to defend the caravan if they wish.[12]
- Trade caravans can initiate world events.[11]
- 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.[12] – Steven Sharif
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[12][10][9]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[14]
- 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).[15]
- 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.[14] – Steven Sharif
Personal caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[18][19][20][21][22][9]
- Personal caravans are prepared and launched from caravansary buildings at Village (organiser 3) or higher nodes.[23][24]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[22][26]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[19][22]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[22]
- Players will be able to apply caravan skins to change the default appearance.[22]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[27]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[27]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[27]
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[32][33][23][26]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[33][23][34][22][26]
- Rivers can only be used by raft caravans.[35]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[36][22]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[22]
Hijacking ships
Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[37][38]
- Raft caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[38]
Caravan inventory
Les limites d'inventaire personnel[40][41] sont liées à un sac à dos.[42] Les ressources et les objets récoltables sont soumis à des limites de quantité, plutôt que de poids. Les caravanes et les mulets sont prévus pour être le principal moyen de transport des marchandises au-delà de ces limites.[43][44]
- Les mulets peuvent porter approximativement 10 fois plus que les sacs à dos. Les caravanes peuvent transporter environ 10 fois plus que les mulets.[45]
- Les caravanes auront des limites de capacité de transport ainsi que des stats personnalisables, telles que les points de défense, la vitesse et le nombre de gardes PNJs engagés.[46]
- En plus d'une capacité d'inventaire étendue, les caravanes procurent des avantages secondaires pour avoir terminé avec succès des routes commerciales et d'autres quêtes.[47]
La capacité d'inventaire sera relativement limitée pour les nouveaux personnages.[47]
- L'expansion d'inventaire et les certificats d'entraînement à la gestion du poids sont disponibles dans la Galerie à l'étape Ville des noeuds économiques.[47][48]
- L'inventaire d'un joueur possède des sections pour les différents types d'objets. Les objets de quête, par exemple, ne rempliront pas la capacité d'inventaire standard d'un joueur.[47]
Les piles d'objets auront en général des limites de quantité selon le type d'objet.[43]
- La limite d'empilement des potions pourrait être d'une centaine. La limite d'empilement de la nourriture pourrait être de 999 ou 1 000.[43]
Caravan components
Caravanes are constructed from components at caravan master PNJs in caravansary service buildings within Village (organiser 3) nodes or higher.[19][23][50][51]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[19]
- If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[52] – Steven Sharif
- Caravan components obtained from crafters may have stats according to the skill of the artisan.[23][51]
- If components are missing, default versions with lowest stat values will be applied to the caravan.[23][50][51]
- In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[23] – Steven Sharif
- Caravan components and caravan skins both affect a caravan's appearance.[19]
- Caravan components can be upgraded while the caravan is parked in a caravansary stall at a node.[54]
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[55]
- Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[52]
Initiating caravans
Quest driven caravan initiation
Mayoral caravans are system-driven caravans that are launched by Maires to obtain needed resources from other nodes.[12][10]
Players can initiate quest driven caravans (via a NPC) with the following parameters.[56]
- The resources it will carry.[56]
- If it is initiated for a specific quest in a nearby node.[56]
- If the goods are intended for trade or warehousing in a regional market.[56]
- The recipient of the caravan (e.g. a Temple within the nearby node).[56]
- 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.[56] – Steven Sharif
- Caravans may not be initiated from warehouses during a siege declaration on that node.[57][58][59]
- 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.[56] – Steven Sharif
Personal caravan initiation
Personal caravans prepared and launched at caravan master NPCs located at caravansary service buildings that are present at Village (organiser 3) or higher nodes.[18][19][23][24]
- When you want to launch a caravan you have must first have a caravan that's constructed at the caravansary.[23] – Steven Sharif
- Once a caravan is constructed it will be hosted at that caravansary. Players will be able to select from a list of available caravans via a UI screen, which will show the available storage compartments for each caravan.[18][23]
- Cargo for shipment is stored at the caravansary, not in a player's inventory. Stored cargo is visible via the warehouse UI.[61]
- All types of cargo can be shipped in caravans. The only constraint is available size (in the Tetris inventory system).[62]
- Once a caravan is constructed and loaded with cargo, it is in a launch-ready state and can be launched in the caravan master UI whenever the caravan owner is ready. Launching the caravan will place a caravan item in the owner's inventory.[18]
- You're going to have a little caravan item and when you right-click it you're going to be in deployable mode for you to be able to place that- it's a representation that you're summoning the caravan so that people around you know that you are launching a caravan.[18] – Chris Justo
- Once launched, caravan owners will see a visible radius around the node, beyond which the owner can begin deployment of their caravan.[18] Deployment takes approximately two minutes by default, but can hastened through upgrades to the caravansary building.[63]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes. This will also begin a deployment process that will take an amount of time based on the distance from the caravansary, the caravan's components, and any benefits or buffs from upgrades, node policies, or relics.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[22][26]
Raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[31][33][34][22][26]
- 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.[31][33][34][22]
- 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.[31] – 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.[66]
- 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.[33] – 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.[67] |
Routes commerciales
Routes commerciales in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[69]
- 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.[69]
- Economic relationships between nodes established by Maires or node citizens.[68][10]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[68][10]
- 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.[68] – Steven Sharif
Roading
Roads in Verra are both pre-generated and player influenced.[73]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[73]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[73]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[73]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[73]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[75][33][15]
- 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.[75] – Steven Sharif
Different seasons and events may affect access to various roads.[76][77][78][79]
- Pathways that are open during summer may be closed during winter.[76][79]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[76][77][78][80]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[72][77]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[79]
- Ice will make roads bumpy and slippery.[81]
Underrealm routes will open or close dynamically (based on node states).[82]
- 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.[83][82]
- 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.[82]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[16]
- 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.[16] – Chris Justo
Propriété privée may not be placed in close proximity to roads.[84]
Caravane JcJ
Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[86]
- Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[87][88]
- Un groupe devra attaquer une caravane avec succès.[4][46]
- 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.[28]
Mercenaires PNJs
Mercenaires PNJs can be hired to participate in objective-based situations.[90][91][92]
- 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.[93][94][90][91]
- Maires are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[91][92]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[93]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[94][90]
- These mechanics are subject to change based on testing and priorities.[93][94]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[92]
- 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.[92] – Steven Sharif
PvP seasons
Performance in various JcJ systems (such as Caravanes, Arènes, Guerres de guilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[95][96]
- Gear enhancement rewards.[96]
- Achievement ranks.[96]
- Purchasing power (Monnaie).[96]
- Potentially more granular player health bars.[97]
Gear enhancement rewards
Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[98][99]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[100]
Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[99] – Jeffrey Bard
- La Progression dans divers systèmes JcJ débloquera des pierres d'enchantement qui accordent des avantages temporaires axés sur le PvP à l'équipement (via un système de sertissage).[96] Les performances sont mesurées sur des saisons PvP de six mois.[101] – Steven Sharif
Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[96]
Destruction de caravane
Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[4][102][103]
- 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.[104]
- Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[105][103]
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.[103] – Steven Sharif
Artisan supply chain
Les artisans dans Ashes of Creation doivent choisir une voie dans leur arbre de compétences d'artisanat. Cette interdépendance crée une chaîne d'approvisionnement allant des matières premières jusqu'au produit fini.[106][107] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[108]
- Obtenir les matières premières :[109]
- En utilisant le métier de Collecte.
- En tuant des monstres et des boss.[110]
- Par la déconstruction d'armes ou d'armures.
- En les achetant à d'autres joueurs.
- Raffiner les matières premières grâce au métier de Traitement.[107]
- Fabriquer le produit fini en utilisant sa recette de fabrication.
En tant qu'artisan, vous allez vouloir savoir où certaines recettes peuvent être complétées ; quels nœuds ont la capacité de créer ce pour quoi vous avez transformé les ressources que vous avez récoltées ; et ensuite, vous allez vouloir planifier votre itinéraire afin d'y acheminer les marchandises ou faire en sorte de vous trouver dans une zone où vous pouvez à la fois collecter et fabriquer. Donc il y aura beaucoup de planification qui sera nécessaire.[112] – Steven Sharif
Castle nodes
Châteaux de guilde have three adjacent castle nodes in close proximity.[116][117] The guild must develop those nodes to enhance the defenses of the castle.[116] It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[118]
- Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[117]
- Castle nodes are excluded from the normal Citoyenneté, Zones of Influence, Propriété privée, Gouvernement de Nœud, and Organisations sociales systems.[119]
- Castle nodes cannot exceed stage 3 (Village).[117]
- Castle nodes are always military node types.[116]
- Each of the dedicated castle nodes is barren at the start of the castle ownership period.[120]
- Mercenaires PNJs of different types and strengths can also be hired to participate in castle sieges and defend caravans during these events based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[94][90]
Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[90] – Steven Sharif
Castle nodes are leveled through questing by the owning guild or alliance guilds.[117]
- Levelling castle nodes is a hastened process compared to regular nodes.[120]
- At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[121][122]
- During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[121]
- The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[121][117]
- Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[121]
- Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[117]
If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[117] – Steven Sharif
Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[116]
- Only members of the occupying guild are citizens of these nodes.[123]
- This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[123][119]
Caravan skins
Caravan skins ("Pimp my caravan") were available in the cash shop (cosmetic store).[124]
- The skin changes the appearance of an in-game mount and in-game caravan that are hooked up to each other.[125][126]
- The caravan and mount components of the skin are not able to be utilized separately.[125][126]
- Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.[127][128]
You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[125] – Sarah Flanagan
List of caravan skins
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[130]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[131] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[132]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[132] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[131]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[132]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[133]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[133] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[134]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[134] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[135]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[135] – Steven Sharif
Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[136]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[136]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[136] – Steven Sharif
Artwork
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Guides de la communauté
Voir également
Les références
- ↑ Direct, 2020-05-29 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ Vidéo, 2019-07-16 (0:00).
- ↑ 4.0 4.1 4.2 Direct, 2017-05-15 (45:20).
- ↑ Entrevue, 2017-01-20 (4:19).
- ↑ Entrevue, 2018-05-11 (28:21).
- ↑
- ↑ 8.0 8.1 Ashes of Creation Store: Ramstone Hauler.
- ↑ 9.0 9.1 9.2 9.3 9.4 Direct, 2017-07-28 (19:43).
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 Vidéo, 2019-07-15 (2:12).
- ↑ 11.0 11.1 Vidéo, 2023-09-29 (2:59).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Direct, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ 14.0 14.1
- ↑ 15.0 15.1 Direct, 2018-02-09 (45:48).
- ↑ 16.0 16.1 16.2 16.3 Vidéo, 2023-10-31 (20:17).
- ↑ Vidéo, 2023-10-31 (17:20).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Vidéo, 2023-10-31 (13:32).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 19.8 19.9 Vidéo, 2023-10-31 (10:13).
- ↑ Vidéo, 2023-10-31 (1:52).
- ↑
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 Direct, 2020-04-30 (58:05).
- ↑ 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 Direct, 2022-08-26 (1:20:17).
- ↑ 24.0 24.1 Direct, 2022-07-29 (3:21).
- ↑ 25.0 25.1 Vidéo, 2023-10-31 (16:25).
- ↑ 26.0 26.1 26.2 26.3 26.4 Direct, 2018-04-8 (AM) (15:46).
- ↑ 27.0 27.1 27.2 Direct, 2023-10-31 (1:27:50).
- ↑ 28.0 28.1 Direct, 2020-07-25 (55:32).
- ↑ Direct, 2023-10-31 (1:30:52).
- ↑ Direct, 2023-04-28 (1:21:29).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Vidéo, 2024-01-31 (15:35).
- ↑ Vidéo, 2024-01-31 (15:27).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 Vidéo, 2023-10-31 (28:06).
- ↑ 34.0 34.1 34.2 Direct, 2020-05-29 (1:28:38).
- ↑ Direct, 2024-01-31 (1:07:587).
- ↑ Direct, 2024-01-31 (1:08:47).
- ↑ Direct, 2022-05-27 (1:12:33).
- ↑ 38.0 38.1 Direct, 2018-04-8 (PM) (1:20:03).
- ↑ Direct, 2020-07-31 (1:17:45).
- ↑ Direct, 2017-05-15 (45:19).
- ↑ Direct, 2017-04-27 (6:11).
- ↑
- ↑ 43.0 43.1 43.2 Direct, 2020-05-29 (1:27:18).
- ↑
- ↑ Direct, 2017-07-18 (44:57).
- ↑ 46.0 46.1 Direct, 2017-05-22 (40:41).
- ↑ 47.0 47.1 47.2 47.3 Direct, 2020-07-25 (1:14:13).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ X.com - Caravan appearances.
- ↑ 50.0 50.1 Direct, 2020-05-29 (46:36).
- ↑ 51.0 51.1 51.2 Direct, 2017-07-28 (20:56).
- ↑ 52.0 52.1 52.2 Direct, 2023-10-31 (1:11:26).
- ↑ Vidéo, 2023-10-31 (21:47).
- ↑ Vidéo, 2023-10-31 (33:50).
- ↑ Direct, 2023-10-31 (1:08:22).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 Direct, 2017-06-30 (53:57).
- ↑ Direct, 2020-10-30 (1:03:52).
- ↑ Entrevue, 2020-07-19 (41:32).
- ↑ Direct, 2020-04-30 (1:14:44).
- ↑ 60.0 60.1 Vidéo, 2023-10-31 (14:45).
- ↑
- ↑
- ↑ Vidéo, 2023-10-31 (16:04).
- ↑ Direct, 2023-10-31 (1:20:09).
- ↑
- ↑ Direct, 2020-05-29 (1:29:41).
- ↑
- ↑ 68.0 68.1 68.2 68.3 Podcast, 2021-09-29 (8:38).
- ↑ 69.0 69.1 Vidéo, 2022-05-27 (17:15).
- ↑ Direct, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 72.0 72.1 72.2 Vidéo, 2023-10-31 (34:12).
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 Direct, 2021-01-29 (1:13:04).
- ↑ 74.0 74.1 Direct, 2022-01-28 (33:25).
- ↑ 75.0 75.1 Direct, 2023-10-31 (1:16:34).
- ↑ 76.0 76.1 76.2 76.3 Vidéo, 2022-05-27 (15:50).
- ↑ 77.0 77.1 77.2 Podcast, 2021-04-11 (23:36).
- ↑ 78.0 78.1 Direct, 2020-06-26 (1:29:06).
- ↑ 79.0 79.1 79.2 79.3 Direct, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 82.0 82.1 82.2 Direct, 2020-10-30 (1:19:13).
- ↑ Direct, 2022-08-26 (53:26).
- ↑ Direct, 2017-05-19 (32:23).
- ↑ Direct, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Direct, 2017-05-22 (40:40).
- ↑ Direct, 2023-05-31 (58:25).
- ↑ 90.0 90.1 90.2 90.3 90.4 Direct, 2020-08-28 (1:41:24).
- ↑ 91.0 91.1 91.2 Direct, 2020-06-26 (59:11).
- ↑ 92.0 92.1 92.2 92.3 Direct, 2019-11-22 (1:14:23).
- ↑ 93.0 93.1 93.2 Direct, 2022-05-27 (1:18:09).
- ↑ 94.0 94.1 94.2 94.3 Direct, 2021-04-30 (1:01:10).
- ↑ Direct, 2021-09-24 (1:22:46).
- ↑ 96.0 96.1 96.2 96.3 96.4 96.5 96.6 96.7 96.8 Entrevue, 2020-07-18 (16:34).
- ↑ Direct, 2024-01-31 (59:45).
- ↑ Direct, 2018-06-04 (1:11:19).
- ↑ 99.0 99.1 Direct, 2018-06-04 (21:37).
- ↑ Direct, 2021-03-26 (1:15:57).
- ↑ Entrevue, 2020-07-18 (14:22).
- ↑ Direct, 2017-12-15 (1:04:25).
- ↑ 103.0 103.1 103.2 Entrevue, 2019-04-15 (26:59).
- ↑ Entrevue, 2019-04-15 (28:28).
- ↑
- ↑ Entrevue, 2020-07-20 (20:17).
- ↑ 107.0 107.1 Direct, 2017-05-10 (8:22).
- ↑ Direct, 2017-05-10 (6:12).
- ↑ Direct, 2017-05-08 (20:41).
- ↑ Direct, 2017-07-18 (38:30).
- ↑ Direct, 2017-05-26 (26:00).
- ↑ Entrevue, 2018-05-11 (24:18).
- ↑ Direct, 2022-10-14 (58:46).
- ↑
- ↑ 115.0 115.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 116.0 116.1 116.2 116.3
- ↑ 117.0 117.1 117.2 117.3 117.4 117.5 117.6 Podcast, 2018-04-23 (15:14).
- ↑ Direct, 2019-07-26 (1:29:00).
- ↑ 119.0 119.1
- ↑ 120.0 120.1 Podcast, 2018-04-23 (21:55).
- ↑ 121.0 121.1 121.2 121.3 Direct, 2020-08-28 (1:39:02).
- ↑
- ↑ 123.0 123.1 Direct, 2017-08-23 (23:00).
- ↑
- ↑ 125.0 125.1 125.2
- ↑ 126.0 126.1
- ↑
- ↑ Direct, 2020-11-30 (57:50).
- ↑
- ↑ Direct, 2017-05-05 (23:26).
- ↑ 131.0 131.1 Direct, 2017-05-19 (25:18).
- ↑ 132.0 132.1 132.2 Direct, 2020-11-30 (1:16:09).
- ↑ 133.0 133.1 Direct, 2017-05-22 (57:37).
- ↑ 134.0 134.1 Entrevue, 2018-05-11 (44:20).
- ↑ 135.0 135.1 Entrevue, 2018-08-08 (11:52).
- ↑ 136.0 136.1 136.2 Direct, 2022-01-28 (17:50).