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Adaptive content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[2][3]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[1][4]
- Aparecerán Edificios adicionales.[1]
- Aparecerán Enemigos adicionales.[1]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[1][4]
- La población cambiará.[4]
- La dificultad del contenido cambiará.[4]
- El contenido puede ser completamente diferente.[4]
- Ganchos de misiones diferentes.[1]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[5]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[6]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[7][8]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[5]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[5]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[9]
- La ubicación de los puntos de interés será la misma en cada servidor, pero algunos servidores pueden tener acceso limitado o inexistente a los mismos.[10]
- 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 academic 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.[5]
Raid strategies
Incursiones will have elements that can be pre-planned.[11]
Raids will also have dynamic elements that can change from session to session.[11]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[11]
- Variables are manifested based on node progression.[11]
- The number of metropolis nodes developed.[11]
- The types of metropolis nodes developed.[11]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[11]{{ndash|Steven Sharif}
Narrativa impulsada por el jugador
El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[12]
- La narrativa deneral de Ashes of Creation es que los jugadores son los hijos de Verra que regresan, pero no serán considerados de forma individual como "salvadores"..[13]
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.[14]
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.[15] – Steven Sharif
Historia en el servidor
El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[17][18]
- We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[18] – Jeffrey Bard
- Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[19]
Objetos legendarios
Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[20]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[21][22][23]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[8]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[24]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[22] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[22]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[22]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[22]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[23] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[25][26]
- Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[25]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[26]
Un arma legendaria se distingue facilmente por su estética visual.[23]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[23] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[27]
- Una excepción destacable son las monturas reales.[28]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[27] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[29]
Legendary quests
Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[30] Estas misiones desbloquearán contenido bloqueado.[31]
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[33][34]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[33][35][36][37]
- Higher frequency of AoE attacks depending on how many players are participating.[35]
- Unlock rage, recovery effects and buffs.[38][35]
- Supporting other monster types or classes nearby.[38]
- Additional adds and add classes.[35]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[39]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[40]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[33] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[41]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[41] – Steven Sharif
Zonas corruptas (Corrupted areas)
Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[42][2]
- Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[43]
- TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[44][42]
- Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[43]
- Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[45]
- 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.[45] – Steven Sharif
- Las áreas corruptas no confieren corrupción al jugador.[46]
There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[44] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ 2.0 2.1 2.2 2.3 Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑ 5.0 5.1 5.2 5.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 8.0 8.1 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Pódcast, 2018-07-09 (22:24).
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ Transmisión en vivo, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmisión en vivo, 2017-05-22 (28:02).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 18.0 18.1 Entrevista, 2018-04-20 (9:20).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 22.0 22.1 22.2 22.3 22.4 Entrevista, 2020-07-20 (21:57).
- ↑ 23.0 23.1 23.2 23.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2021-03-26 (1:02:06).
- ↑ 25.0 25.1 Transmisión en vivo, 2022-03-31 (1:15:02).
- ↑ 26.0 26.1 Transmisión en vivo, 2017-05-15 (38:08).
- ↑ 27.0 27.1 Transmisión en vivo, 2018-07-09 (25:34).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmisión en vivo, 2017-05-19 (44:18).
- ↑ Transmisión en vivo, 2017-05-15 (20:58).
- ↑ Transmisión en vivo, 2017-05-08 (50:32).
- ↑ 32.0 32.1 Transmisión en vivo, 2021-06-25 (21:24).
- ↑ 33.0 33.1 33.2 Entrevista, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 35.0 35.1 35.2 35.3 Entrevista, 2021-06-13 (22:20).
- ↑ Transmisión en vivo, 2017-07-28 (43:57).
- ↑ Transmisión en vivo, 2017-05-05 (11:55).
- ↑ 38.0 38.1 Transmisión en vivo, 2022-07-29 (1:23:56).
- ↑ Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (3:56).
- ↑ 41.0 41.1 41.2 41.3 41.4 Pódcast, 2018-05-11 (24:23).
- ↑ 42.0 42.1 42.2 Transmisión en vivo, 2021-03-26 (50:03).
- ↑ 43.0 43.1 Transmisión en vivo, 2020-11-08 (12:47).
- ↑ 44.0 44.1 Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ 45.0 45.1 Transmisión en vivo, 2022-01-28 (1:17:12).
- ↑ Transmisión en vivo, 2021-06-25 (1:32:24).