Quêtes

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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]

List of quests

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Quest Type Location Quest giver Steps XP Monnaie
A Feast of Flowers Quest Agricultural supplies Master Forager 1 0
A Mountain Hike Quest Winstead Sir Jansen 7 5,200
A New World Quest Alpha-1 starting area Given by default 1 10
A Place Like No Other Quest Alpha-1 starting area Sergeant Landry 2 1,700
A Sodden Scholar Side quest Titan's Ring Luna, Alchemist of the Academy
Aiding the Order Quest Alpha-1 starting area Jhal 2 350
Arrows to the Corporal Quest Alpha-1 starting area Lieutenant Griori 3 10
Banned of Brother Side quest Near Miraleth Meni, Exiled Berserker 1 300 5
Becoming Skilled Quest Alpha-1 starting area Lieutenant Griori 2 10
Breach Bark And Bite Commission Miraleth
Cave Survey Quest Alpha-1 starting area Corporal Cuhlum 4 4,000
Crafting a Sword Quest Alpha-1 starting area Blacksmith 8 3,000
Crafting a Wand Quest Alpha-1 starting area Blacksmith 8 3,000
Finding a Foothold Quest Alpha-1 starting area Given by default 3 65
Gather Nightbloom Quest Alpha-1 starting area Eswyn 6 4,000
Half the Battle Story arc quest Remains of Oakenbane Keep 2 1800 550
Hidden Inferno Quest Alpha-1 starting area Lieutenant Griori 10 18,600
Honoring Ancestors Quest Alpha-1 starting area Attendant Wynden 3 3,000
Lesson One: Zoology Quest Alpha-1 starting area Scholar Rhea 7 2,400
Lesson Two: Botany Quest Alpha-1 starting area Scholar Rhea 5 2,400
Lord's quest Quest Village (organiser 3) or higher node
Magical Ice Quest Alpha-1 starting area Olexia Fobrasna 4 18,600
Meet the Headmaster Quest Alpha-1 starting area Lieutenant Griori 1 1,700
Narrative: A Burden to Bear, part I Quest Winstead Mysterious Corpse 2 7,700
Narrative: A Burden to Bear, part II Quest Na'ala Changeling Girl 4 7,700
Poison Parasols Quest Titan's Ring Luna, Alchemist of the Academy 1 300 5
Ponder Spire Pond Commission Miraleth
Prepare to Craft Quest Alpha-1 starting area Blacksmith 2 10
Recover Stolen Supplies Commission Miraleth
Rest Well, Furry Friend Commission Miraleth
Rubblemaking Commission Miraleth
Scatter the Horde Commission Miraleth 800 15
Seeping Poison Quest Alpha-1 starting area Headmaster Varus 3 18,600
Snuff the Ritual Fires Commission Miraleth
Tale of a Totem Story arc quest The Tower of Carphin 8 4000
Talking Shop Quest Alpha-1 starting area Merchant 2 10
Task: Perimeter Patrols Quest Alpha-1 starting area Lieutenant Griori 4 1,700
Task: Predator or Prey? Quest Alpha-1 starting area Lieutenant Griori 2 1,700
The Apparition Quest Alpha-1 starting area Location based 10 18,600
The Final Lesson Quest Alpha-1 starting area Scholar Lodi 9 3,000
The Laws of Blood and Kith Side quest Titan's Ring Maho, Streamweaver 1 300 5
The Oakenbane Overlook Commission Miraleth 1,500 50
The Ruins of Thanalas Quest Story arc quest The Ruins of Thanalas Splint 4
The Warrior's Prayer Quest Alpha-1 starting area Attendant Wynden 5 3,000
They Deserved Better Story arc quest Remains of Oakenbane Keep 3 225 10508
We Rise after Felling Artisan certification quest Woodshops Master Woodcutter 1 0

Quest givers

Maho, Streamweaver quest giver outside of the Miraleth node in Alpha-2.[6]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[3]Steven Sharif

  • Quest giver PNJs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks. Quest givers are identified by a green shimmer on their nameplates.[3]
  • Not every quest/quest-giver will originate from within a node.[7]
  • Quest giver NPCs cannot be killed by players.[8][9]
When there is an ability to kill a NPC, there should be a good reason for killing that NPC; and denying content to other players is not necessarily a good reason. So, the quest givers themselves are not killable.[8]Steven Sharif

Quest markers

Il y aura des moyens subtils par lesquels les joueurs vont acquérir la connaissance que quelque chose est à faire dans un zone.[10]

  • Il n'y aura pas de marqueurs de quête flagrants tels que des points d'interrogation ou d'exclamation pour dire aux joueurs où tourner.

List of quest givers

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Alpha-2 work-in-progress quest dialog designed by Colby Marchi.[11]

When you're servicing multiple dialogue trees that have many different options, this approach is really conducive to keeping those options front-and-center to the player: letting them see that and navigating through the dialogue tree with a very easy to interact with quest window.[11]Steven Sharif

List of quest rewards

Quest rewards are intended to be commensurate with the difficulty of the quest.[12]

Scarcity is obviously what can drive the excitement or the dopamine response when that success is had. If something is easily attained then the importance of attaining it is obviously diminished... There will be very rare drop-table items; and we want to ensure that that scarcity is preserved so the importance of attaining the thing feels good.[12]Steven Sharif
info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Item Icon Item type Rarity Level requirement Set
Crude Sickle Blade CrudeHerbalismSickleIcon.png Reagent
Crude Sickle Handle CrudeHerbalismSickleIcon.png Reagent
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Minotaur Pigment Minotaur Pigment Icon.png Pigment Rare
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15

Evénements

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[13]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[14]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[15]Steven Sharif

Evénements are things that happen in Ashes of Creation as the result of development in the world.[15][16] There are several different types of events that are triggered due to certain conditions (predicates) being met.[17][18][13][19] Events are scaled to fit local, regional, and global needs.[20][5]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[21]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[22][15][23][24][25]
    • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[26][27][28]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[29][5]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[26]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[30]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[30]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[31]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[16]
  • There may be one-off events.[21]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[17][18][13][19]

Monster coin events

Monster coin concept art.[13]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[42]Steven Sharif

Pre-alpha monster coin system.[43]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[44]

Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[45][38][39]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[13]

Monster coin events are system spawned events.[38][46]

  • They are structured in a way to prevent groups from gaming the system.[46]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[47]
  • Server messages appear for players in the vicinity of these dynamic events.[48]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[42]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[42]Steven Sharif

The Ancients are not going to be part of the monster coin system.[51]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[52]Steven Sharif

Tâches

Template:Tasks

Quêtes narratives

Quêtes narratives will focus on gameplay that reflects the story and won't contain "filler".[5]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[53]Aimi Watanabe

The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[54]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[21]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[56]Steven Sharif

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[57]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[58]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[59]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[60]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[61][59][58][62]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[62]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[70]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[61]
  • Arcs Narratifs drive one or more storyline quests within the game.[72][73][74][75][65]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[72][73]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[72]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[76]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[76]Skott B
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.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[80]

#REDIRECT MediaWiki:Story arc quests/fr

Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[75]

Il y aura beaucoup de quêtes différentes qui auront des étapes dans l'histoire ; et ces étapes peuvent être éventuellement échouées. Vous pouvez franchement rater une histoire ; ce qui n'est pas terrible quand on y pense, mais en même temps ce risque rend votre investissement beaucoup plus important.[75]Steven Sharif

Epic/legendary quests

Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[82]

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[83]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[83]Jeffrey Bard

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[84][85]

We don't really have dailies.[84]Steven Sharif
I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[85]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[87]

  • There will be no "grindy" quests.[87]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[88]
  • The aspiration is to have more things to do in the game than a player has time to do.[87]

Quêtes raciales

Les Quêtes peuvent être basées sur la race d'un personnage.[89]

Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[89]

Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[89]Steven Sharif

La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[90]Steven Sharif

Les Quêtes qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[91]

NPC races

Les PNJs vont réagir différemment aux différentes balises d'un personnage.[89]

  • Par exemple, les PNJs elfes pourront interagir différemment avec les Humains qu'avec les Elfes.

Class-specific quests

There will be class-specific quests in Ashes of Creation.[92]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[92]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[93]Steven Sharif

Solo quests

Ashes of Creation provides gameplay options for solo oriented players.[95]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[95]Steven Sharif

Voice acting

  • Narrated quest lines are not currently planned for launch.[98] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[98]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[98]Steven Sharif
  • The use of AI voice acting is under consideration.[101][102]
I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[101]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.[103][104][105]

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.[106]
  • 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).[107]
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.[106]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Maires to obtain needed resources from other nodes.[17][103][104]

  • Players can participate in helping to defend the caravan if they wish.[103]
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.[103]Steven Sharif

Quêtes de maire

Les Maires sont capables d'initier des systèmes de quête auxquels les non citoyens peuvent participer. Le maire peut utiliser une portion de la trésorerie de son Nœud ou des produits en récompense pour la complétion d'une quête. Les joueurs seront en mesure d'interagir avec le nœud pour voir quelles quêtes ils peuvent entreprendre.[109]

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[110]

There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[110]Steven Sharif

Quests and reputation

Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[111][112][110]

Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[111]Steven Sharif
  • Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[110]
The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[110]Steven Sharif

Certain PNJs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[113][114][110][115]

Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[112]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.
  • NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[117]

Collection quests

There will be collection quests.[118]

Quest sponsorship

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 sponsor quests on a bulletin board.[119]

Removing player corruption

Concept art de cimetière par Tad Ehrlich.[120]

Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.

  • Mourir retire une part significative du score de corruption du joueur.[121]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[122]
    Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[122]Steven Sharif
  • Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[123][121]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[124]
  • La durée de la corruption est réduite dans les noeuds militaires.[125]

Contenu adaptatif

pasted image at 2017 10 26 07 13 pm.png

Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[126] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[127]

  • Les Populations changeront.[127]
  • La difficulté du contenu changera.[127]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[127]
  • Différents types d'adversaires avec différentes histoires.[127]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[5]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[5]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[5]

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.[5]

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.[128][129][130]

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.[21]Steven Sharif

Histoire et traditions

Ashes of Creation logo.[131]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[132]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[133]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[65]

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[134]Jeffrey Bard

Arcs Narratifs drive one or more storyline quests within the game.[72][73][74][75][65] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[72][73][75]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[136]Steven Sharif

Screenshots

Voir également

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