Servidores
El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[1]
- To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[2] – Ry Schueller
- Los servidores llevarán el nombre de los campeones e las grandes batallas que precedieron a la caída de Verra.[3]
- Los "primeros del servidor" serán grabados en los llamados fragmentos de memoria. Los jugadores podrán coleccionarlos en el juego para revivir sus experiencias.[4]
Habrá multitud de servidores repartidos por las distintas regiones del mundo.[5]
- Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[5]
- La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[5]
We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5] – Steven Sharif
Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[6]
- Las estadísticas están disponibles por guild, sujetas a una estructura de permisas.[6]
Regiones
Ashes of Creation se lanzará con las siguientes regiones de servidores :[7][8]
- Norte América (NA).[9][10][11]
- Europa (EU).[9][10][11]
- Asia/Pacifico (SEA).[9][11][12]
- Oceanía (OCE) (Australia).[9][11][12]
- Es muy probable que haya servidores OCE en Sídney o Melbourne.[13]
- Es posible que los servidores OCE no estén disponibles hasta la Beta de Ashes of Creation y el lanzamiento de Ashes of Creation Apocalypse.[14]
At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[15] – Steven Sharif
Se considerarán otras regiones servidoras en función del interés.[9][8]
- Se está considerando Sudamérica debido al tráfico de esa región.[16]
Once we get closer to launch we'll update this information, which may include additional regions.[9]
Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[17]
- Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[18]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[18] – Margaret Krohn
Localization
Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[19][20][21][22]
- Anteriormente se dijo que el inglés, el francés, el alemán y el ruso estarían disponibles y que el italiano, el polaco y el español se añadirían más adelante.
- Se están considerando otros idiomas en función del interés.[19][21][22]
- Las herramientas de personalización de la interfaz de usuario estarán disponibles en la ventana del chat.[24]
The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[19]
Los servidores no estarán bloqueados por idioma.[21]
Población de los servidores
Se impondrán límites de población en cada servidor.[25]
- Se preveen entre 8-10k usuarios simultáneos por servidor.[26][15][27][28]
- Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[29]
- Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[31]
- Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[30][32]
- Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[6]
Server reservations
Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[33]
This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[33] – Steven Sharif
Name reservations
Name reservations were rewards for backing at the Pioneer level and higher and were previously available through the Voyager plus pre-order pack.[34][35][36]
- Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[37]
Horario de máxima audiencia del servidor
Los eventos de PvP basados en objetivos como los asedios a nodos, los asedios a castillos, las guerras de gremios, y las guerras de nodostendrán lugar en un horario de máxima audiencia en algún momento entre las 15:00 y las 21:00, hora del servidor. Esto está sujeto a pruebas.[38][39][40]
- Las guerras de gremios y de nodos pueden declararse en cualquier momento, pero los objetivos sólo aparecerán durante el horario de máxima audiencia.[41]
Transferencia entre servidores
Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[42][37]
- Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[37]
Unreal engine 4 (Custom back-end)
Unreal Engine 5 is the graphical engine for Ashes of Creation.[43][44] The game was originally developed in Unreal Engine 4.[45] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[46][47]
- The recommended system specs for the game have not changed for Unreal Engine 5.[48][49]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[50][51]
- What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[50] – Steven Sharif
- Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[52] – Steven Sharif
- Nanite enables increased graphical fidelity in the game (without excessive overhead).[52][53][54][46]
- Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[55] – Steven Sharif
- Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[46]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[46]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[46]
- A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[46] – Steven Sharif
- Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Asedios de nodos, Asedios a castillos, Mazmorras and Jefes de mundo.[56][57]
- The upgrade to Unreal Engine 5 was primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[58]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[59]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[60][61][62]
- The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[63][64]
- At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[65]
- Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
- A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[65] – Steven Sharif
Alpha-1 servers
Alpha-1 servers were provisioned in the following regions.[66]
Alpha-1 servers will support 1,500 concurrently connected users per server.[68][69][70]
Population based scaling
The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[71]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[71]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[71] – Jeffrey Bard
Server-wide announcements
There will be local, regional, or global (server-wide) announcements/notifications of important events.[74][75]
- Asedios a castillos.[75]
- Asedios de nodos.[75]
- Legendary world boss spawns.[75]
- Mob attacks and Monster coin events.[76][77][78]
- Dungeon opportunities.[78]
Event notifications will utilize different methods depending on the stage (scope and level) of the event.[74]
- Local events
- Local events (such as caravan PvP)[79][80][81] may prompt players via the UI asking if they wish to participate or not.[74]
- Other local events may offer audible or visual cues without any UI notifications.[74]
- Local events that have not been addressed may start to expand regionally or even globally.[74]
- One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[74] – Steven Sharif
- Node-based events
- Certain node-based events will be broadcast to node citizens,[74][78] others, such as caravans, will not be announced and will instead rely on player word-of-mouth.[75]
- Avance del nodo notifications will be broadcast depending on the node's stage.[82]
- Expedición (fase 1) and Campamento (fase 2) nodes will announce within proximity of the node.[82]
- Aldea (fase 3) nodes will have region-wide announcements.[82]
- Pueblo (fase 4) and higher will likely broadcast world-wide.[82]
- New citizens of a node may be announced in a dedicated node citizen chat channel.[83]
- Election notices will be mailed to the accounts of citizens.[83]
- Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[78] – 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.[85][86]
- 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.[86] – 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.[87]
Bibliotecas
En la fase de Aldea (fase 3) el edificio exclusivo del nodo científico es la Biblioteca. Los jugadores pueden usar la Biblioteca para acceder a información, incluyendo (pero sin limitarse a) lo siguiente:[85]
- Historial de eventos narrativos y cuando ocurrieron.[85]
- Localización y última cantidad conocida de recursos recolectables.[85]
- A medida que los jugadores informen de la ubicación de los recursosen su biblioteca, los ciudadanos del nodo verán la información de esos recursos actualizada en su mapa.[88]
- Ubicaciones y ocupantes de nuevas mazmorras o PDIs (puntos de interés) que hayan aparecido.[85]
- Piedras de poder rúnico para armaduras.[85]
- Recetas de armaduras y armas comunes (nivel 25 e inferiores).[85]
Los registros de información en la biblioteca pueden caducar tras un periodo de tiempo (por ejemplo, una semana). Después de lo cual se requerirán nuevos informes para actualizar la información existente.[88]
You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[88] – Steven Sharif
Instanciación de los servidores
No habrá capas de servidor (sharding) en los servidores.[89][90]
Dungeons and Raids
Ashes of Creation será una experiencia absoluta de mundo abierto.[93]
Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[92][94][95]
- Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[96]
- Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[97]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[99] – Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[93] – Jeffrey Bard
El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[101]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[99] – Steven Sharif
PvP Arenas
Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[103][104]
The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[103] – Steven Sharif
- Las arenas serán de grupos de 1, 3, 5 y posiblemente 20 jugadores Free-For-All (Deathmatch).[105]
- Las arenas tendrán un requisito de nivel para participar.[107]
- No habrá eliminatorias separadas con grupos de jugadores distintos.[107]
- Habrá algún tipo de sistema de ELO que se actualizará cada temporada.[107]
- Habrá un sistema de clasificación de arenas.[103][105]
- Los alcaldes de los nodos militares se eligen entre los ciudadanos mediante combates al último hombre que quede en pie (estilo arena de gladiadores).[110][109]
- El sistema de arenas podría soportar combates entre servidores.[111]
- El combate en las arenas es instanciado pero podrá haber espectadores a través de una interfaz.[112]
Server vs server
The arena system may support cross-server combat.[111]
- There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[113]
We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[114] – Steven Sharif
When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[114] – Jeffrey Bard
Métricas
Ashes of Creation recopila datos de control para conseguir logros, títulos y otros reconocimientos en un servidor.[115]
- Número de defensas de asedio exitosas.[115]
- Número de asaltos de asedio con éxito.[115]
- Número de muertes realizadas en Pvp .[116][115]
- Número de veces que se ha muerto en Pvp.[116]
- Puntos de participación en raids.[115]
- Números de "primeras veces".[115]
Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[115] – Steven Sharif
Tablas de clasificación
Habrá tablas de clasificación de mazmorras y raid .[117]
- Algunas tablas de clasificación estarán en todos los servidores.[118]
Headstart servers
The number of head start servers is estimated to be three. This is subject to change.[119]
Server maintenance
Scheduled server downtime will occur on a weekly basis.[121]
Editores
Intrepid Studios autopublicará Ashes of Creation en las regiones de NA (Norteamérica), OCE (Oceanía) y SEA (Sudeste Asiático) regions.[122][123]
- Intrepid Studios abrirá oficinas en Ámsterdam para apoyar sus operaciones de publicación en las regiones de EU (Unión Europea) y la CEI.[124]
We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[124] – Steven Sharif
El MMORPG Ashes of Creation no se publicará en la plataforma Steam.[125]
- Las pruebas de acceso anticipado de Ashes of Creation Apocalypse battle royale finalizaron el 10 de marzo de 2020. Anteriormente estaba disponible para su descarga en el sitio web oficial y en Steam.[126]
My.games FAQ
- Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
- A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[124]
- Q: What happens to my purchases on my MY.GAMES account moving forward?
- A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[124]
- Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
- A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[124]
- Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
- A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[124]
- Q: What will I need to do to play on European or Russian servers in the future?
- A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[124]
- Q: What does this mean for your regional and language support moving forward?
- A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[124]
- Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
- A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[124]
- Q: What happens to my personal information associated with my MY.GAMES account?
- A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[124]
Tipos de servidores
- No habrá servidores separados para roleplaying (RP).[127]
- No habrá servidores separados para PvE ni Pvp.[128]
PvX
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[130][131][132] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[132]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[132]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[133]* Algunos servidores podrían estar más enfocados al Pvp que otros.[131]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[131][128]
- No habrá distinción entre el equipo de Pvp y el de PvE .[134]
- La progresión del juego podría requerir elementos de PvE.[132]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[135] – Steven Sharif
Generación procedimental
Ashes of Creation tendrá principalmente contenido hecho a mano, pero las mecánicas procedimentales se aprovecharán en lugares en los que no parecerán 'procedimentales'.[136]
- El mapa de Verra no se generará de forma procedimental, pero los puntos de inicio de los recursos pueden ser diferentes en cada servidor.[137][1]
- La ubicaciones y tipo de nodos están predefinidos y son los mismos en cada servdior pero se desarrollarán de forma diferente en cada uno e impulsarán diferentes narrativas y tramas.[138][1][139]
- El estilo y diseño de los nodos viene determinado por varios factores, como el entorno (bioma) y la ubicación, el tipo de nodo y la Raza.[140][141]
- Los caminos son tanto pregenerados como condicionados por el jugador.[136][142]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[136] – Steven Sharif
Testing server wipes
Los servidores de las Alpha y Beta serán reseteados antes del lanzamiento.[143]
As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[146] – Steven Sharif
Server hosting
Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[147]
- The Ashes of Creation Apocalypse stress test was hosted by Microsoft servers in the US Midwest (Ohio).[148]
- Google was the original candidate for server hosting.[149]
Ver además
Referencias
- ↑ 1.0 1.1 1.2 Transmisión en vivo, 2017-05-19 (37:03).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Transmisión en vivo, 2023-01-27 (4:18).
- ↑ 5.0 5.1 5.2 5.3 Transmisión en vivo, 2018-09-27 (48:13).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2021-11-19 (52:35).
- ↑ Entrevista, 2017-05-08 (22:06).
- ↑ 8.0 8.1 Transmisión en vivo, 2017-05-24 (40:50).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2 11.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 12.0 12.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 15.0 15.1 Transmisión en vivo, 2018-04-8 (AM) (26:41).
- ↑ Transmisión en vivo, 2018-07-09 (47:54).
- ↑ Transmisión en vivo, 2020-07-25 (1:21:03).
- ↑ 18.0 18.1
- ↑ 19.0 19.1 19.2 What languages will Ashes of Creation be in?
- ↑ 20.0 20.1 20.2 Entrevista, 2018-08-24 (2:35).
- ↑ 21.0 21.1 21.2 Transmisión en vivo, 2017-05-17 (1:09:22).
- ↑ 22.0 22.1 Transmisión en vivo, 2017-05-24 (45:49).
- ↑
- ↑ Entrevista, 2018-08-24 (3:19).
- ↑ Transmisión en vivo, 2017-05-17 (59:25).
- ↑ Transmisión en vivo, 2021-10-29 (1:14:00).
- ↑ Vídeo, 2018-09-06 (4:25).
- ↑
- ↑ 29.0 29.1
- ↑ 30.0 30.1
- ↑ 31.0 31.1 Entrevista, 2020-07-18 (12:56).
- ↑ Entrevista, 2020-07-18 (10:04).
- ↑ 33.0 33.1 Transmisión en vivo, 2020-07-25 (1:06:43).
- ↑ Newsletter - Pre-order packages are ending reminder.
- ↑ Pioneer
- ↑ Voyager plus pre-order pack
- ↑ 37.0 37.1 37.2 February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-29 (31:05).
- ↑ Entrevista, 2020-07-18 (13:13).
- ↑ Entrevista, 2020-07-08 (22:37).
- ↑
- ↑ Transmisión en vivo, 2022-10-14 (2:53).
- ↑ 43.0 43.1 43.2 Vídeo, 2021-12-23 (0:00).
- ↑ Transmisión en vivo, 2021-12-23 (19:59).
- ↑
- ↑ 46.0 46.1 46.2 46.3 46.4 46.5 46.6 Transmisión en vivo, 2021-12-23 (40:53).
- ↑ Transmisión en vivo, 2021-12-23 (50:50).
- ↑ Transmisión en vivo, 2021-12-23 (49:39).
- ↑ Transmisión en vivo, 2021-12-23 (42:09).
- ↑ 50.0 50.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2021-12-23 (54:00).
- ↑ 53.0 53.1 Transmisión en vivo, 2021-12-23 (52:52).
- ↑ 54.0 54.1 Vídeo, 2021-12-23 (2:54).
- ↑ Transmisión en vivo, 2021-12-23 (52:58).
- ↑ Transmisión en vivo, 2023-10-31 (1:37:17).
- ↑ Transmisión en vivo, 2017-05-03 (26:50).
- ↑ Transmisión en vivo, 2021-12-23 (47:51).
- ↑ Transmisión en vivo, 2022-01-28 (7:26).
- ↑ Transmisión en vivo, 2023-03-31 (1:10:30).
- ↑ Transmisión en vivo, 2023-02-24 (1:14:41).
- ↑ Transmisión en vivo, 2023-01-27 (1:07:46).
- ↑
- ↑ Transmisión en vivo, 2023-04-07 (1:21:29).
- ↑ 65.0 65.1 Transmisión en vivo, 2023-03-31 (1:27:15).
- ↑ 66.00 66.01 66.02 66.03 66.04 66.05 66.06 66.07 66.08 66.09 66.10 66.11 Alpha-1 screenshot.
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 Alpha-1 screenshot.
- ↑
- ↑ Entrevista, 2020-07-19 (1:21:49).
- ↑
- ↑ 71.0 71.1 71.2 Transmisión en vivo, 2018-06-04 (39:15).
- ↑ Types of Events on Verra.
- ↑ Transmisión en vivo, 2022-04-29 (32:29).
- ↑ 74.0 74.1 74.2 74.3 74.4 74.5 74.6 74.7 74.8 Transmisión en vivo, 2022-04-29 (42:31).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 Transmisión en vivo, 2018-05-04 (48:14).
- ↑ Transmisión en vivo, 2022-04-29 (39:00).
- ↑ Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ 78.0 78.1 78.2 78.3 Entrevista, 2018-08-17 (24:48).
- ↑ Entrevista, 2020-03-27 (16:19).
- ↑
- ↑ Transmisión en vivo, 2017-05-22 (40:40).
- ↑ 82.0 82.1 82.2 82.3 Transmisión en vivo, 2021-04-30 (1:01:10).
- ↑ 83.0 83.1 Transmisión en vivo, 2020-10-30 (1:01:00).
- ↑ Kickstarter packages.
- ↑ 85.0 85.1 85.2 85.3 85.4 85.5 85.6 85.7 Blog: Know Your Nodes - Scientific Node Type
- ↑ 86.0 86.1 Entrevista, 2018-04-20 (9:20).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ 88.0 88.1 88.2 Pódcast, 2021-04-11 (27:34).
- ↑ Transmisión en vivo, 2017-05-08 (36:26).
- ↑ Transmisión en vivo, 2017-07-28 (35:42).
- ↑ Transmisión en vivo, 2020-04-30 (1:05:34).
- ↑ 92.0 92.1 Entrevista, 2020-07-19 (11:04).
- ↑ 93.0 93.1 93.2 93.3 Transmisión en vivo, 2017-05-22 (20:59).
- ↑
- ↑ Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑ Transmisión en vivo, 2022-01-28 (17:50).
- ↑
- ↑ Pódcast, 2021-09-29 (34:11).
- ↑ 99.0 99.1 Pódcast, 2021-09-29 (35:17).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑ Vídeo, 2017-07-16 (0:01).
- ↑ 103.0 103.1 103.2 Transmisión en vivo, 2021-09-24 (1:22:46).
- ↑ Transmisión en vivo, 2017-05-05 (16:53).
- ↑ 105.0 105.1
- ↑ Transmisión en vivo, 2017-05-26 (48:12).
- ↑ 107.0 107.1 107.2 Transmisión en vivo, 2022-10-28 (1:38:33).
- ↑
- ↑ 109.0 109.1 109.2 Pódcast, 2018-05-11 (52:20).
- ↑
- ↑ 111.0 111.1 Transmisión en vivo, 2017-05-26 (29:13).
- ↑ Entrevista, 2020-03-27 (11:04).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (36:21).
- ↑ 114.0 114.1 Transmisión en vivo, 2017-05-26 (29:05).
- ↑ 115.0 115.1 115.2 115.3 115.4 115.5 115.6 Pódcast, 2018-08-04 (1:47:21).
- ↑ 116.0 116.1
- ↑ Transmisión en vivo, 2017-07-18 (58:50).
- ↑ Transmisión en vivo, 2017-05-15 (44:10).
- ↑ Entrevista, 2018-08-08 (25:53).
- ↑
- ↑
- ↑
- ↑ Entrevista, 2018-08-21 (11:20).
- ↑ 124.0 124.1 124.2 124.3 124.4 124.5 124.6 124.7 124.8 124.9 Blog: New Adventure Awaits.
- ↑
- ↑
- ↑ Transmisión en vivo, 2017-05-10 (35:27).
- ↑ 128.0 128.1 MMORPG Interview, 2016-12-12.
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 130.0 130.1 Pódcast, 2021-04-11 (38:31).
- ↑ 131.0 131.1 131.2 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 132.0 132.1 132.2 132.3 Transmisión en vivo, 2017-05-05 (33:25).
- ↑
- ↑ Transmisión en vivo, 2017-05-15 (14:05).
- ↑ Transmisión en vivo, 2017-06-01 (37:39).
- ↑ 136.0 136.1 136.2 Transmisión en vivo, 2022-02-25 (1:07:36).
- ↑
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ Transmisión en vivo, 2020-10-30 (39:17).
- ↑ Transmisión en vivo, 2018-09-27 (53:06).
- ↑ Transmisión en vivo, 2021-01-29 (1:13:04).
- ↑
- ↑ Alpha one test schedule, Mar 12, 2021.
- ↑ Transmisión en vivo, 2020-11-30 (7:27).
- ↑ 146.0 146.1
- ↑
- ↑
- ↑