Points d'intérêt

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Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[1] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[2]

  • Les Populations changeront.[2]
  • La difficulté du contenu changera.[2]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[2]
  • Différents types d'adversaires avec différentes histoires.[2]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[3]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[3]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[3]

Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[3]

Carte du monde

Updated Ashes of Creation map.[4][5]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[5]Steven Sharif

Alpha-2 work-in-progress map UI.[6]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[7] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[8]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[8]
  • Not every server will share the same map, as player decisions will vary between servers.[13][14][3]
Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[16]Steven Sharif
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.

Starting areas

Alpha-1 starting area.[19]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[20]Steven Sharif

Chaque race a sa propre zone de départ, qui intègre un portail divin.[21] L'exception à ceci sont les Tulnar, qui ont une zone de départ sans portail divin.[22]

Les joueurs pourront choisir leur passerelle divine de départ.[24] Ce choix ne sera pas limité par la race.[22]

Il y aura de petits campements de PNJs dans les zones de départ. Ils représentent les éclaireurs qui ont été envoyés en amont de l'expédition principale pour Verra. Ces campements sont conçus pour acclimater les nouveaux joueurs arrivant dans le monde.[26]

  • Bien que cela puisse présenter des avantages, il n'y a aucune obligation pour les joueurs de prendre part à n'importe quel contenu des zones de départ.[20]

Les zones de départ sont à une certaine distance les unes des autres.[22]

Un problème que beaucoup de MMOs ont, est que ces zones de départ deviennent simplement presque dépourvues de joueurs et c'est très triste parce que le meilleur élément d'un MMO est cette communauté dont vous faites l'expérience, donc un des aspects importants du système de nœuds est que ça fonctionne vraiment du point de vue de l'acquisition de nouveaux joueurs, là où ces nœuds ont tendance à se développer davantage près des zones de départ autour du monde ; et ça amène les joueurs à revenir à ces endroits s'ils sont citoyens et veulent des services dans ces villes. Ainsi, quand les nouveaux joueurs pénètrent dans le monde, ils seront en pratique probablement entourés par davantage de population, car les gens reviennent dans ces nœuds plus importants.[27]Steven Sharif

Alpha-1 starting area

Alpha-1 alpha island starting area.[28]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[28]Steven Sharif

The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[29]

Roads

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[30]

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.[31]Steven Sharif

Roads adjusting to adjacent node progression.[32]

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.[32]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[31]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[31]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[31]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[31]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[31]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[33][34][35]
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.[33]Steven Sharif

Different seasons and events may affect access to various roads.[36][37][38][39]

  • Pathways that are open during summer may be closed during winter.[36][39]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[36][37][38][40]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[30][37]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[30][36][39]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[39]
    • Ice will make roads bumpy and slippery.[41]

Underrealm routes will open or close dynamically (based on node states).[17]

  • 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.[15][17]
  • 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.[17]

Caravan components can be utilized to improve on-road or off-road speeds of caravans.[42]

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.[42]Chris Justo

Propriété privée may not be placed in close proximity to roads.[43]

Dungeon locations

Donjons and other points of interest are located throughout the map in-between the 85 node locations.[44]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[45]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[46][44]

List of notable dungeons

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Landmarks

200 foot tall Pyrian statues in Alpha-1.[47]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[47]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[47]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[47]Mat Broome

Corrupted areas

Alpha-2 corrupted area in the Riverlands biome.[48]

We just saw a corrupt zone and that zone becomes corrupt after a period of time in which players are not addressing some issues that arise through certain events or through certain story arcs; and that corruption can spread and corruption changes the spawners for resources and for monsters; and that has a fundamental effect on the resource economy of the game.[49]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[49][50][51][52][53][54][55]

  • These are sources of NPC events that players need to address before they grow out of hand.[49][57][54]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[49][56]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[58]
It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[58]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[59]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[61]Steven Sharif

Nœuds sous-marins

Les Points d'intérêt sous-marins qui auront des structures de PNJs pourront apparaître comme des villes, mais ne se seront pas des Nœuds.[65]

  • Il n'y aura pas de nœuds sous-marins ou dans l'eau.[66]

Economic regions

Nous voulons que nos joueurs aient une raison d'explorer les régions sauvages, de voyager avec un but précis, et une grande partie de cela sera déterminée par notre système de ressources. Le transport de ces biens pourrait être plus difficile que leur collecte. Notre système de marché régional permet aux joueurs de participer à la création d'économies de poche qui renforceront la stabilité des marchandises dans des régions particulières. Les joueurs pourront déplacer des ressources et s'installer dans d'autres régions pour profiter de la diversité des marchés. Les ressources étant générées de manière dynamique, certaines régions deviendront naturellement des plaques tournantes importantes pour le transport des marchandises dans le monde entier.[67]

Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[68][69]

L'ensemble de la carte serait sous l'influence d'une des 5 régions de château. Cependant, les régions de châteaux ne sont pas le seul TYPE de région - il y a aussi des régions économiques, entre autres.[69]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

Les châteaux de guilde influencent une région de château autour d'eux.[72]

La région d'un château représente 1/5ème du monde du jeu.[73] Les régions d'un château, les régions économiques et les zones d'influence (ZOI) des nœuds peuvent se chevaucher.[74][71]

Les limites de la région du château ne changent pas.[74] Les châteaux de guilde peuvent imposer une taxe sur tous les revenus des nœuds situés dans leur région.[76][77]

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[78][18][79]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[80]Steven Sharif

Node simulation

Simulation of node interactions.[81]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[81]Steven Sharif

The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[81]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[81]Steven Sharif

  • It also simulates events, such as PNJs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[81]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[81]Steven Sharif

  • Sièges de Nœuds are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[81]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[81]Steven Sharif

  • It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZI across a waterway, or having territories expand out to islands or across continents.[81]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[81]Steven Sharif

Battlegrounds

Les champs de bataille sont des zones où se déroulent les combats JcJ dans le monde ouvert.[82] Ce sont des zones JcJ en monde ouvert où les joueurs sont marqués en combattants (violet).[83]

Les joueurs non combattants (vert) qui rejoignent un champs de bataille en monde ouvert sont automatiquement marqués en combattants un certain temps après avoir quitté le champs de bataille.[3]

Les pénalités de mort ne s'appliquent pas aux événements basés sur des objectifs (tels que les caravanes, les guerres de guilde et les sièges de nœuds).[89]

Notre système de châteaux, de sièges contre les nœuds, le système de caravanes, les champs de bataille qui existent, les guerres de guildes : Nous voulons qu'il y ait un sens à ce conflit. Nous voulons que les joueurs soient réellement impliqués dans le jeu lorsqu'il s'agit de participer au JcJ.[90]Steven Sharif

Artwork

Voir également

Les références

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  67. About Ashes of Creation.
  68. 68.0 68.1 68.2 economic-regions.png
  69. 69.0 69.1 economic-regions1.png
  70. economic-regions-static.png
  71. 71.0 71.1 region-overlap.png
  72. castle-influence.png
  73. castle-taxes2.png
  74. 74.0 74.1 castle-region.png
  75. castle-metro.png
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