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== Seasonal events ==
 
== Seasonal events ==
  
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== Seasonal resources ==
 
== Seasonal resources ==

Version du 11 février 2018 à 23:38

Zones (environments/biomes) change season on a weekly basis during scheduled downtime. Each month in real-life will effectively be a full seasonal rotation in the game.[2]

"In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression".[3]

Seasonal events

Calendar Events can be seen as holiday-related celebrations or other seasonal content. Imagine these Events as things you may experience annually, based on the cultures within the world. Some of these may derive from the seasons, and how the nodes in those areas are affected by them. These will most often be server-wide and provide unique content for a specific duration of time during the calendar year.[4]

Calendar events (seasonal events/holidays) in Ashes of Creation can be in-game events or they can relate to the real-world in some way.[5][6][7]

  • Events are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[5][6][7]
  • Certain calendar events will incorporate the cultural identity of the various character races.[8]
Part of the things that they're working on is creating a lot of cultural identity for these character races and how we can bring about these calendar events from the perspective of each individual race. That's something that I think is going to be really helping identify or giving identity to each of the character races.[8]Steven Sharif
  • Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[9]
Will seasonal events in the real-world align with the seasonal rotation in the game world? And I think in that sense probably not. That's going to require a little bit of suspension of disbelief in understanding that. But it's also fair that in-game events do not need to be perfectly cyclical like let's say seasonal events are in the real world. They could have a non-uniform cycle associated with them... There is something to be said for having that represented in the game as long as it's immersive; as long as it's contextualized within the story and the world and the universe that we've created; and isn't a direct homage to Santa Claus in the real-world, just to use a prime example of something.[9]Steven Sharif
  • Holiday events are not going be "campy" or immersion-breaking.[5]
We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[5]Steven Sharif

Evénements may bring seasonal change.[10][11]

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[12]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[13]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[14][15][11][16]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[15]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[15]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[14][15]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[14]Steven Sharif

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