Caravanes

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Rendu 3D d'une caravane pendant l'Alpha-1 par Adam Will.[1]
Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[2]

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 ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[5]
  • Les caravanes peuvent transporter des produits pour plus d'un joueur.[6]

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]

  • Players can participate in helping to defend the caravan if they wish.[12]
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]

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.[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

Caravan speed is affected by caravan components and the type of roading.[16]

There'll be different variants of each of the components, with the wheels for example, would have variants that will excel perhaps at off-road over on-road and vice versa. So right now we have caravans that are set up more for the on-road portion, but 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

Personal caravans of different tiers deployed outside the Winstead node in Alpha-2. 3D models by Hal Anderson.[17]

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]

  • 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]
    • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[28]
  • Caravans have collision, so other players could jump on the caravan while it is being driven.[27]
    • Players or mounts trying to block caravans will be pushed out of the way.[29][30]

Naval caravans

Alpha-2 raft caravan in the Riverlands biome.[31]

Caravans are capable of transitioning from land to raft 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 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 a minute to two minutes. There's a little bit of vulnerability in that regard.[22]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[32][33][23][26]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[37][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

Caravan components and caravan stats UI in the Alpha-2 caravan master UI.[19]

Caravans have these items within them called components; and those act like the gear on the caravan. So they can modify their stats, grant them passive and even active abilities. So you can- if you upgrade your components, you can get powerful caravans.[19]John Collins

Caravan components and caravan skins both affect a caravan's appearance.[19]

Caravans will take on different appearances based on upgrades and any skins applied to them![49]

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]
    • There is a tradeoff between certain caravan stats and benefits provided by caravan components.[52][53]
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
  • 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 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]

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.[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
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

Deploying a personal caravan in Alpha-2.[60]

It's important for me to find a place that's relatively obscure so as not to attract any unwanted eyes.[60]Steven Sharif

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]
  • 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]
    • Previously the concept for launching a caravan involved an overhead map UI of the node.[23] The developers moved away from this in favor of a more immersive in-world approach.[64]
  • 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]
  • Previously it was stated that personal caravans can be launched from any point of storage.[65]

Naval caravan initiation

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 Convert to Caravan Icon.png Allows the raft caravan to turn into a vehicle that can traverse land.[ citation requise ]
Convert to Raft Convert to Raft Icon.png Allows the caravan to turn into a vehicle that can cross calm waters.[67]

Routes commerciales

Mayoral caravan launched by a mayor to establish a trade route with another node.[10]

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.[68]Steven Sharif

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]
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

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[72]

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.[73]Steven Sharif

Roads adjusting to adjacent node progression.[74]

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.[74]Steven Sharif

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]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[72][76][79]
  • 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]
  • 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

Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[98][99]

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

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

AshesOfCreation Screenshot 009.jpg

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]

  1. Obtenir les matières premières :[109]
  2. Raffiner les matières premières grâce au métier de Traitement.[107]
  3. 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

One of the 5 guild castles is located on an island, depicted with its 3 adjacent castle nodes.[113][114]

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[115]

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]

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]

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

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[129], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[115]

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

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Les références

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