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Alpha-1 early preview roading.[1]

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.[2]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[3]

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.{[3]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[2]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[2]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[2]
    • Los caminos mejorarán con el avance de nodos. Los diferentes caminos establecerán la velocidad y el tipo de caravana requerido (dentro o fuera de camino).[4]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[2]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[2]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[5][6][7][8]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[5][8]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[5][6][7][9]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[6]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[5][8]
  • El agua se congelará en invierno, lo que permite a los jugadores caminar sobre el hielo, sin embargo, se bloqueará el acceso a lo que hay debajo.[8]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[10]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[11]

  • La ubicación de las entradas del Reino Subterráneo en todo el mundo suelen estar alrededor de estrechamientos naturales que existen en la superficie. Esto proporciona rutas alternativas subterráneas que pueden usarse para caravanas, raids, y otras actividades del jugador.[12][11]
  • No todas las entradas del Reino Subterráneo estarán abiertas al mismo tiempo. Estas pueden cambiar dinámicamente (según el estado de los nodos) lo que causa que rutas distintas se abran, la cuales, pueden ser más ventajosas o menos que otras rutas.[11]

Las parcelas no podrán colocarse cerca de los caminos.[13]

Rutas comerciales

Caravana consistorial iniciada por un alcalde para establecer una ruta comercial con otro nodo.[14]

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.[15]Steven Sharif

Las rutas comerciales en Ashes of Creation se refieren a :

  • Los caminos por donde pasan las mercancias a través del sistema de caravanas.[16]
    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.[16]
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.[15]Steven Sharif

Trade agreements

Alcaldes can enter into trade agreements with other nodes to facilitate trade between the nodes.[19][14][20]

  • There are a limited number of trade agreements that a node can have.[19]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[23]Steven Sharif

Traversing waterways via caravan

Las caravanas navales son capaces de transformarse en caravanas terrestres y viceversa en el punto de intersección de tierra y oceano.[24][25][26]

  • Habrá una demora de uno o dos minutos mientras se genera una estructura de conversión y la caravana hace la transformación. Esto genera un pequeño momento de vulnerabilidad.[24][25]
  • La estructura de conversión no se beneficia de la reducción de puntos de daño de las caravanas terrestres o navales, por lo que es una posición muy débil.[27]

At the point in which your character or model intersects with an ocean it will spawn a conversion mesh or a conversion structure; and there will be a period of time, up to several minutes depending on the capacity of the caravan with the resources and/or materials that is necessary for the conversion to take place; and then the raft caravan will be available; and you can intersect that line again with land to try to convert back to a land-based caravan[24]Steven Sharif

Seasons affecting roads

Ashes of Creation Estaciones in the Riverlands.[28]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[28]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[29][8]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[8]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[6][7][8]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[8]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[6][7][9]
    • El agua se convierte en hielo en invierno, permitiendo a los jugadores caminar sobre el mismo, pero bloqueando el acceso a lo que hay debajo.[8]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[10]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[34]

Cambios de estación

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[35]Brian Gans

Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[36][37][38]

  • Cada temporada durará aproximadamente una o dos semanas de tiempo real (IRL).[36][37][38]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[37]Steven Sharif
  • La duración final de los ciclos estacionales está sujeta a pruebas durante la fase Alfa-2.[39]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[39]Steven Sharif
  • Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[40]
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.[9]

Recurso estacionales

Pre-alpha winter wonderland environment.[41]

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.[29]Steven Sharif

Las estaciones afectan a los cultivos y a otros recursos de herbología disponibles para recolectar o plantar, incluida la forma en que se gestiona la rotación de cultivos.[42][5][8][43]

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.[5]Steven Sharif
  • Es posible que las estaciones no afecten directamente a determinados recursos, como las vetas de mineral, pero el acceso a ellos puede quedar bloqueado durante determinadas condiciones meteorlógicas.[42][5]
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.[42]Steven Sharif

Freehold placement on roads

Alpha-2 freehold placement.[44][45]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[46]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Aldea (fase 3) or higher node in order to place the plot.[47][44][45][48][49][13]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[52]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[46]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[47][54]
    • Players can manipulate the orientation of their freehold plot.[57]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[47][58][54]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[54]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[70]

Underrealm routes

Alpha-0 Reino subterráneo (Underrealm) environment.[72]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[73]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[72]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[74]Steven Sharif

El Reino subterráneo es un entorno rico donde la bioluminiscencia abunda entre la fauna y la flora que allí convive. Estas cavernas profundas y valles subterráneos, ofrecen nuevos destinos para el desarrollo de civilizaciones. Llevar el sistema de nodos a las profundidades del mundo podría despertar a criaturas más oscuras que las de las superficie.[75]

  • Se calcula que el Reino Subterráneo tendrá un área de 100 km2.[76] No será un espacio adyacente a todo el mapa del mundo. Habrá zonas que estarán bloqueadas por abismos y otros accidentes geográficos.[12][11]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[77]Steven Sharif
  • La ubicación de las entradas al Reino Subterráneo desde el mundo está ubicada alrededor de zonas de "cuello de botella" que existen en la superficie. Esto garantiza una serie de rutas alternativas subterráneas que pueden ser usadas por las caravanas, raids, y otras actividades de los jugadores.[12][11]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[12]Steven Sharif
  • No todas las entradas al Reino subterráneo estarán abiertas todo el tiempo. Estas pueden variar dinámicamente (basadas en la fase del nodo) provocando que se abran nuevas rutas, pudiendo ser más o menos peligrosas.[11]
  • El Reino Subterráneo tiene especies acuáticas que viven en el interior de piscinas.[78]
They are not the most friendly.[78]Steven Sharif

Puntos de interés

Alpha-1 preview pirate themed dynamic point of interest.[79]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[79]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[80][81]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[79][82]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[83]

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Referencias

  1. Transmisión en vivo, 2021-01-29 (55:44).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Transmisión en vivo, 2021-01-29 (1:13:04).
  3. 3.0 3.1 Transmisión en vivo, 2022-01-28 (33:25).
  4. Transmisión en vivo, 2018-02-09 (45:48).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Vídeo, 2022-05-27 (15:50).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Pódcast, 2021-04-11 (23:36).
  7. 7.0 7.1 7.2 7.3 7.4 Transmisión en vivo, 2020-06-26 (1:29:06).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 Transmisión en vivo, 2017-05-08 (20:27).
  9. 9.0 9.1 9.2 Our immersive world - Environments.
  10. 10.0 10.1 frosty-roads.png
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Transmisión en vivo, 2020-10-30 (1:19:13).
  12. 12.0 12.1 12.2 12.3 Transmisión en vivo, 2022-08-26 (53:26).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Transmisión en vivo, 2017-05-19 (32:23).
  14. 14.0 14.1 14.2 14.3 14.4 Vídeo, 2019-07-15 (2:12).
  15. 15.0 15.1 15.2 15.3 Pódcast, 2021-09-29 (8:38).
  16. 16.0 16.1 Vídeo, 2022-05-27 (17:15).
  17. Transmisión en vivo, 2017-05-17 (30:53).
  18. Kickstarter - We Just Broke $1,500,000!
  19. 19.0 19.1 19.2 Transmisión en vivo, 2023-08-31 (2:10:23).
  20. City hall.
  21. Blog: Development Update with Village Node.
  22. Transmisión en vivo, 2023-08-31 (44:21).
  23. Transmisión en vivo, 2018-04-8 (AM) (18:59).
  24. 24.0 24.1 24.2 Transmisión en vivo, 2020-05-29 (1:28:38).
  25. 25.0 25.1 Transmisión en vivo, 2020-04-30 (58:05).
  26. Transmisión en vivo, 2018-04-8 (AM) (15:46).
  27. Transmisión en vivo, 2020-05-29 (1:29:41).
  28. 28.0 28.1 Twitter - Seasons.
  29. 29.0 29.1 29.2 29.3 Transmisión en vivo, 2022-04-29 (56:24).
  30. 30.0 30.1 Transmisión en vivo, 2018-09-27 (41:33).
  31. Transmisión en vivo, 2017-07-18 (36:47).
  32. Transmisión en vivo, 2019-07-26 (1:32:40).
  33. Transmisión en vivo, 2022-09-30 (1:25:56).
  34. Transmisión en vivo, 2022-06-30 (1:10:19).
  35. Vídeo, 2022-05-27 (6:33).
  36. 36.0 36.1 Transmisión en vivo, 2022-05-27 (1:13:39).
  37. 37.0 37.1 37.2 Vídeo, 2022-05-27 (12:50).
  38. 38.0 38.1 seasons.png
  39. 39.0 39.1 Transmisión en vivo, 2022-06-30 (2:57).
  40. Entrevista, 2020-07-18 (16:34).
  41. Vídeo, 2017-05-30 (0:01).
  42. 42.0 42.1 42.2 Transmisión en vivo, 2022-05-27 (55:47).
  43. Steven Crops.PNG
  44. 44.0 44.1 44.2 Transmisión en vivo, 2023-06-30 (13:10).
  45. 45.0 45.1 45.2 45.3 Development Update with Freehold Preview.
  46. 46.0 46.1 46.2 46.3 46.4 46.5 Transmisión en vivo, 2023-06-30 (14:09).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 Blog: Exploring the Boundless Opportunities of Freeholds.
  48. 48.0 48.1 48.2 48.3 Vídeo, 2023-06-30 (21:22).
  49. 49.0 49.1 stevenclarification.png
  50. 50.0 50.1 steven-lords-quest.png
  51. 51.0 51.1 Transmisión en vivo, 2023-07-28 (1:33:58).
  52. 52.0 52.1 Pódcast, 2023-07-15 (11:21).
  53. steven-freehold-quest-level.png
  54. 54.0 54.1 54.2 54.3 54.4 Transmisión en vivo, 2023-06-30 (16:14).
  55. steven-permits.png
  56. 56.0 56.1 Node series part II – the Metropolis.
  57. Transmisión en vivo, 2023-06-30 (1:36:52).
  58. Transmisión en vivo, 2023-06-30 (18:45).
  59. 59.0 59.1 59.2 59.3 Entrevista, 2023-07-09 (29:53).
  60. Transmisión en vivo, 2023-06-30 (1:12:07).
  61. Transmisión en vivo, 2022-04-29 (1:03:44).
  62. Transmisión en vivo, 2020-06-26 (1:52:33).
  63. Transmisión en vivo, 2018-05-09 (40:24).
  64. steven-freehold-distance-confusion.png
  65. 65.0 65.1 Entrevista, 2023-07-09 (32:53).
  66. steven-freehold-distance.png
  67. Freeholds.png
  68. steven-freeholds.png
  69. steven-housing-numbers.png
  70. Transmisión en vivo, 2017-05-26 (34:21).
  71. steven-guild-hall-barony.png
  72. 72.0 72.1 Ashes of Creation - The visuals.
  73. Entrevista, 2018-10-31 (6:00).
  74. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  75. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  76. Entrevista, 2018-08-17 (10:43).
  77. Entrevista, 2018-10-31 (5:43).
  78. 78.0 78.1 Transcripción, 2022-11-05 (10:46:47).
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  80. Transmisión en vivo, 2021-03-26 (22:53).
  81. Transmisión en vivo, 2017-11-17 (36:22).
  82. 82.0 82.1 82.2 82.3 82.4 Transmisión en vivo, 2017-11-17 (18:29).
  83. 83.0 83.1 83.2 83.3 MMOGames interview, January 2017
  84. steven-pois.png
  85. steven-dungeons.png
  86. Transmisión en vivo, 2020-07-25 (46:08).
  87. Transmisión en vivo, 2022-04-29 (40:21).
  88. jindrack-pois.png