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Diferencia entre revisiones de «Quests»
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=== Storyline quests === | === Storyline quests === | ||
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== Soloable quests == | == Soloable quests == | ||
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{{Quest sponsorship}} | {{Quest sponsorship}} | ||
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+ | == Removing player corruption == | ||
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+ | == Ashes of Creation Apocalypse quests == | ||
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+ | {{Ashes of Creation Apocalypse quests}} | ||
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+ | === Ashes of Creation Apocalypse progression === | ||
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+ | {{Ashes of Creation Apocalypse progression}} | ||
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+ | == Lore == | ||
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== Zones and progression == | == Zones and progression == | ||
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== Screenshots == | == Screenshots == |
Revisión del 00:43 6 sep 2019
Misiones in Ashes of Creation are divided into three main categories: Events, Commissions, and Misiones de la historia.[5][6][7][8]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[5][9]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[10]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[10] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[11][12]
- Misiones de la historia and events can be shared within a raid group.[13]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[13] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[14]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[13] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[15]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[16]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[16] – Steven Sharif
Events
Events are things that happen in Ashes of Creation as the result of development in the world.[21][22] There are several different types of events that are triggered due to certain conditions (predicates) being met.[23][24][19][25] Events are scaled to fit local, regional, and global needs.[26][8]
- 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.[27]
- 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.[28][21][29][30][31]
- 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.[32][33][34]
- Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[35][8]
- 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.[32] – Steven Sharif
- Events that reach a fail condition can have negative consequences.[36][32][8]
- 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.[36] – Steven Sharif
- Events have cooldowns in addition to the predicates that are required to trigger them.[36]
- 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.[37] – Steven Sharif
- If events are not triggered within a certain time period, they could occur randomly.[22]
- Some events will only be available while story arcs are in certain chapters.[38]
- There may be one-off events.[27]
- Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[39]
Event types
There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[23][24][19][25]
- Calendar events.[19][41][42]
- Caravan events.[43][21]
- Monster coin events.[19][44][45]
- Eventos de historia.[19][46][25][8]
- Node attacks.[19][44][32]
- POI events.[19][46]
- PvP events.[19][46][47]
- Eventos mundiales.[23][19][25]
Monster coin events
Monster Coins 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.[51][44][45]
- 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.[19]
Monster coin events are system spawned events.[44][52]
- They are structured in a way to prevent groups from gaming the system.[52]
- 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.[53]
- Server messages appear for players in the vicinity of these dynamic events.[54]
- 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.[48]
- 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.[48] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[55]
- Monster coins only allow a character to participate in events on their own server.[56]
- NPC hate lists do not affect monster coin events.[48]
Los Antiguos are not going to be part of the monster coin system.[57]
- 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.[58] – Steven Sharif
Tareas
Narrative quests
Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[8]
- 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.[8]
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.[59]
- 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"..[60]
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.[27]
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.[61] – Steven Sharif
Arcos argumentales
Los arcos argumentales impulsan la narrativa que se desarrolla en un servidor en concreto. Dentro de estos arcos argumentales hay puntos específicos que pueden cambiar para contar diferentes historias basadas en los parámetros del mundo.[63][64][65]
- Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[64] – Steven Sharif
- Decisiones de los jugadores y líneas de misiones personales o de clase .[63][64][66][65]
- Es posible que algunos arcos argumentales deriven en un camino más oscuro/malvado, si el personajeasí lo elige.[67]
- 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.[66] – Steven Sharif
- Representación y líneas de misiones culturales.[63][64][65]
- Líneas de misiones regionales.[63][65]
- 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.[68] – Steven Sharif
Algunos arcos argumentales se pueden desbloquear a través del sistema de tablón de anuncios.Para poder acceder a las misiones de los arcos argumentales será necesario cumplir ciertos requisitos.[69]
- Los alcaldes necesitan ciertos recursos.[69]
- Los edificios son necesarios dentro de un nodo.[69]
- Es necesario completar las tareas de organización social.[69]
#REDIRECT MediaWiki:Story arc quests/es
Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[70]
- La posibilidad de volver a intentar una misión fallida depende de la progresión del nodo.[70]
- Las misiones que implican a ciudadanos de diferentes nodos se desbloquean en función de las allianzas así como otras relaciones entre nodos y su progresión.[71]
- Las misiones pueden variar en función de la fase actual de los nodos cercanos, la influencia de la estación, y de eventos como jefes de mundo.[72]
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[70] – Steven Sharif
Epic/legendary quests
Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[7] Estas misiones desbloquearán contenido bloqueado.[73]
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.[74]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[75][76][77]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[78]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[79]
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.[76] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[76]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[76]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[76]
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.[77] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[80][81]
- 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.[80]
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.[81]
Un arma legendaria se distingue facilmente por su estética visual.[77]
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.[77] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[82]
- Una excepción destacable son las monturas reales.[83]
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.[82] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[84]
Historia en el servidor
El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[86][87]
- 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.[87] – 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.[88]
Daily quests
Daily quests will not be prevalent in Ashes of Creation.[89][90]
- We don't really have dailies.[89] – Steven Sharif
- There will not be an obligation to login each day.[90][91]
- Will likely not be RNG based.[90]
- Focused around how changes in the world relate to a player's opportunities.[90]
- Location matters due to the lack of fast travel.[90]
- 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.[90] – Steven Sharif
Grindeo
La repetición no será parte de la progresión en Ashes of Creation.[92]
- No habrá misiones de "grindeo".[92]
- No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[93]
- La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[92]
Misiones raciales
Varias misiones se basarán en la raza de un personaje.[94]
Distintas misiones podrían estar relacionadas con el principal contribuyente cultural de un nodo. Esto no bloqueará contenido, sino que añadirá sazón a las misiones.[94]
Es posible que hayan distintas versiones de la misión que existe para razas específicas; e incluso si se comparte una misión para eliminar un jefe, si tú eres humano y yo soy un elfo, yo podría tener un arco de misión que me lleva en una dirección distinta del tuyo, aunque hayamos tomado la misma misión. Y dependiendo de quién sea el principal contribuyente cultural del nodo, se abrirán nuevos arcos para las culturas que compartan raza con estos contribuyentes. No es que queramos bloquear contenido, sino que queremos darle más sabor a las misiones para que no sean todas iguales.[94] – Steven Sharif
La raza importa porque las distintas narrativas del juego se ven influenciadas por la cultura de los principales contribuyentes de un nodo... Si eres un Niküa y te encuentras en un nodo predominantemente Niküa, tendrás acceso a ciertos servicios o habilidades que los miembros de las otras razas no. Ellos podrían tener misiones alternativas, pero no específicas para su raza. Las misiones específicas de los Niküa estarán relacionadas a la meta-narrativa presente en el mundo y ellos podrán dirigir parte de esa narrativa. Esto será beneficioso para su raza, porque podrán desbloquear cierto contenido al cual las demás razas no tendrán acceso aún. Así que hay un fuerte incentivo de progresión por esa línea.[95] – Steven Sharif
Las misiones específicas para razas, títulos, o gremios probablemente no sean más del 10% de las misiones totales. El otro 90% estarán disponibles para todos.[96]
NPC race
#REDIRECT MediaWiki:System driven caravans/es
Las caravanas basadas en misiones son utilizas para rutas comerciales entre nodos. Estas caravanas son "manejadas" por el sistema[97]
- Estas son iniciadas por jugadores con una elección de rutas y periodos de tiempo variables, dificultando la aparición de "zergs".[98]
- Iniciar una caravana de un nodo a otro creará un objetivo PvP que los jugadores deberán defender mientras avanza por la ruta elegida hasta el destino seleccionado.[2]
- Las estadísticas y capacidades de las caravanas de los nodos escalan con el avance de nodo.
- Las carreteras mejorarán a medida que avancen los nodos. Las diferentes carreteras dictarán la velocidad y el tipo de caravana requerida (fuera de la carretera vs dentro de la carretera).[99]
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.[98] – Steven Sharif
Caravanas consistoriales
Las caravanas consistoriales son activadas por los alcaldes.[100]
- Establecen rutas comerciales con otros nodos.[100]
- Se pueden obtener recursos haciendo misiones de caravana .[100]
Soloable quests
Collection quests
There will be collection quests.[101]
Quest markers
There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[102]
- There will be subtle ways that players will acquire knowledge that something is to be done in an area.[102]
Quest sponsorship
Players can sponsor quests on a bulletin board.[103]
Removing player corruption
The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[105][106]
- Dying removes a significant portion of a player's corruption score.[107]
- Gaining experience will also slowly reduce a player's corruption score.[108][109][105]
- Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[108] – Steven Sharif
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[110][107]
- Corruption duration is reduced in military nodes.[112]
Ashes of Creation Apocalypse quests
Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Verra during the fall.[114]
- Daily and weekly quests allow players to gain up to 50 levels. Leveling allows players to unlock unique cosmetic rewards, such as weapon skins.[115][116]
- Days and weeks end at midnight UTC, with weeks ending on Sunday, 23:59.[117][118]
- These quests give lore that relates to the story of Verra during the fall, thousands of years before the start of the MMORPG.[115]
Ashes of Creation Apocalypse progression
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[114]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[119]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[116]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[115][116]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[116] – Steven Sharif
Lore
Hay diferentes partes del Lore en Ashes of Creation.[65]
Estos arcos narrativos conducen a uno o más arcos de misiones.[65]
- Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[123]
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.[124] – Steven Sharif
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.[125] – Jeffrey Bard
Las zonas y su progresión
Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[126][127][128]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[27] – Steven Sharif
Imágenes
Ver además
Referencias
- ↑ Vídeo, 2020-05-31 (6:25).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑ Vídeo, 2023-01-27 (9:43).
- ↑ Transmisión en vivo, 2023-02-24 (42:20).
- ↑ 5.0 5.1 Vídeo, 2024-02-29 (2:19).
- ↑ Vídeo, 2020-05-31 (5:25).
- ↑ 7.0 7.1 Transmisión en vivo, 2017-05-15 (20:58).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 MMOGames interview, January 2017
- ↑ Transmisión en vivo, 2021-09-24 (1:22:01).
- ↑ 10.0 10.1 Vídeo, 2024-02-29 (13:11).
- ↑ Transmisión en vivo, 2024-02-29 (54:42).
- ↑ Transmisión en vivo, 2024-02-29 (51:51).
- ↑ 13.0 13.1 13.2 Transmisión en vivo, 2024-03-29 (2:34:43).
- ↑ Transmisión en vivo, 2024-03-29 (2:37:02).
- ↑ Transmisión en vivo, 2024-02-29 (53:58).
- ↑ 16.0 16.1 Transmisión en vivo, 2023-04-07 (1:10:08).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 Types of Events on Verra.
- ↑ Transmisión en vivo, 2021-03-26 (23:33).
- ↑ 21.0 21.1 21.2 21.3 Pódcast, 2021-04-11 (23:36).
- ↑ 22.0 22.1 Transmisión en vivo, 2017-05-03 (46:18).
- ↑ 23.0 23.1 23.2 Vídeo, 2023-09-29 (2:59).
- ↑ 24.0 24.1 24.2 Transmisión en vivo, 2023-04-07 (37:56).
- ↑ 25.0 25.1 25.2 25.3
- ↑ Transmisión en vivo, 2022-04-29 (44:13).
- ↑ 27.0 27.1 27.2 27.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmisión en vivo, 2022-04-29 (32:29).
- ↑ Transmisión en vivo, 2020-06-26 (1:29:06).
- ↑ Our immersive world - Environments.
- ↑ Transmisión en vivo, 2017-05-08 (20:27).
- ↑ 32.0 32.1 32.2 32.3 Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ Transmisión en vivo, 2021-03-26 (50:03).
- ↑ Transmisión en vivo, 2020-11-08 (12:47).
- ↑ Vídeo, 2023-09-29 (9:40).
- ↑ 36.0 36.1 36.2 Transmisión en vivo, 2023-09-29 (42:55).
- ↑ Transmisión en vivo, 2023-09-29 (43:47).
- ↑
- ↑ Pódcast, 2021-04-11 (54:35).
- ↑
- ↑ Transmisión en vivo, 2022-04-29 (36:51).
- ↑ Transmisión en vivo, 2017-05-10 (40:36).
- ↑ Vídeo, 2023-10-31 (34:12).
- ↑ 44.0 44.1 44.2 44.3 Transmisión en vivo, 2022-04-29 (39:00).
- ↑ 45.0 45.1
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2022-04-29 (40:21).
- ↑ Transmisión en vivo, 2022-04-29 (41:30).
- ↑ 48.0 48.1 48.2 48.3 Transmisión en vivo, 2022-07-29 (1:20:24).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Transmisión en vivo, 2023-06-30 (1:50:52).
- ↑ 52.0 52.1
- ↑ Transmisión en vivo, 2017-05-26 (22:19).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Transmisión en vivo, 2021-06-25 (1:36:05).
- ↑ Pódcast, 2020-11-15 (47:12).
- ↑ Pódcast, 2020-11-15 (51:22).
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ Transmisión en vivo, 2019-12-17 (1:10:30).
- ↑ Transmisión en vivo, 2017-05-22 (28:02).
- ↑ Forums - Dev Discussion #49 - Lore Characters.
- ↑ 63.0 63.1 63.2 63.3 63.4 Transmisión en vivo, 2022-04-29 (1:05:37).
- ↑ 64.0 64.1 64.2 64.3 64.4 Transmisión en vivo, 2022-03-31 (1:15:29).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 65.8 65.9 Transmisión en vivo, 2018-01-18 (39:08).
- ↑ 66.0 66.1 Transmisión en vivo, 2019-05-30 (1:18:16).
- ↑ Transmisión en vivo, 2017-05-26 (15:37).
- ↑ 68.0 68.1 Vídeo, 2018-04-05 (35:01).
- ↑ 69.0 69.1 69.2 69.3 Transmisión en vivo, 2017-10-31 (29:50).
- ↑ 70.0 70.1 70.2 Entrevista, 2018-10-20 (2:36:25).
- ↑ Transmisión en vivo, 2020-07-25 (1:50:20).
- ↑ Transmisión en vivo, 2021-03-26 (1:12:51).
- ↑ Transmisión en vivo, 2017-05-08 (50:32).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 76.0 76.1 76.2 76.3 76.4 Entrevista, 2020-07-20 (21:57).
- ↑ 77.0 77.1 77.2 77.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2021-03-26 (1:02:06).
- ↑ 80.0 80.1 Transmisión en vivo, 2022-03-31 (1:15:02).
- ↑ 81.0 81.1 Transmisión en vivo, 2017-05-15 (38:08).
- ↑ 82.0 82.1 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).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 87.0 87.1 Entrevista, 2018-04-20 (9:20).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ 89.0 89.1
- ↑ 90.0 90.1 90.2 90.3 90.4 90.5 Entrevista, 2018-08-17 (23:47).
- ↑ Transmisión en vivo, 2017-05-30 (9:34).
- ↑ 92.0 92.1 92.2 Transmisión en vivo, 2017-05-15 (26:13).
- ↑ Entrevista, 2018-08-24 (4:15).
- ↑ 94.0 94.1 94.2 Pódcast, 2018-04-23 (29:56).
- ↑ Entrevista, 2018-05-11 (1:00:19).
- ↑ Transmisión en vivo, 2019-07-26 (1:13:23).
- ↑ Transmisión en vivo, 2017-07-28 (19:43).
- ↑ 98.0 98.1
- ↑ Transmisión en vivo, 2018-02-09 (45:48).
- ↑ 100.0 100.1 100.2 100.3 Vídeo, 2019-07-15 (2:12).
- ↑ Transmisión en vivo, 2017-05-26 (48:48).
- ↑ 102.0 102.1 Transmisión en vivo, 2017-05-22 (52:39).
- ↑ Transmisión en vivo, 2017-10-31 (30:34).
- ↑ Transmisión en vivo, 2018-07-09 (20:41).
- ↑ 105.0 105.1 Entrevista, 2020-07-18 (44:35).
- ↑ Entrevista, 2017-04-27 (0:17).
- ↑ 107.0 107.1 Entrevista, 2020-07-19 (30:51).
- ↑ 108.0 108.1 Transmisión en vivo, 2023-04-28 (1:27:18).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-06-04 (2:18).
- ↑
- ↑ Transmisión en vivo, 2019-09-30 (55:33).
- ↑ 114.0 114.1 Transmisión en vivo, 2018-12-06 (28:45).
- ↑ 115.0 115.1 115.2 115.3 2018-12-08 Newsletter.
- ↑ 116.0 116.1 116.2 116.3 Transmisión en vivo, 2018-12-06 (26:12).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-12-06 (33:55).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (15:37).
- ↑ Vídeo, 2018-04-05 (37:50).
- ↑ Vídeo, 2018-04-05 (37:13).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmisión en vivo, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.