El gestor del mundo
El gestor del mundo es un algoritmo en Ashes of Creation que controla la dinámica de los elementos del mundo. Actúa como potenciador y sistema de incentivos de varias actividades, para asegurar que ciertos parámetros se mantienen dentro de sus umbrales aceptables.[1]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[2] – Steven Sharif
- Los precios de los certificados de caza.[3]
- Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[3]
- El algoritmo de expansión de territorio tiene en cuenta las costas cercanas, los nodos vecinos, así como el mapa de calor de los jugadores en las áreas circundantes durante las últimas semanas o meses.[4]
- Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro..[5]
- El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[3]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[3] – Steven Sharif
Avance del nodo
La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[6][7]
El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[8]
- Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[9]
- Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[10]
- Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[11]
- El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (fase 3), sin embargo, los nodos vecinos a partir de la fase Expedición (fase 1)también bloquean el avance de sus propios nodos vecinos.[12][13]
- El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[4]
- Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[5]
- The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[4] – Steven Sharif
- Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[5] – Steven Sharif
- Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[11]
- Los ciudadanos de un nodo pueden contribuir al avance de otros.[14]
- El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[15]
- Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[16] – Steven Sharif
La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[17][6]
- Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[17][18]
- Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[17]
- Algunos PNJs comenzarán con actividades de construcción.[17]
- Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[17]
- The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[6] – Margaret Krohn
Nodos vasallos
Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[20][13]
- Una Metropolis (fase 6) puede tener bajo control hasta dos nodos Ciudad (fase 5). Un Ciudad (fase 5) puede controlar una Pueblo (fase 4) y un nodo Aldea (fase 3). Un Aldea (fase 3) puede controlar un Campamento (fase 2) o unaExpedición (fase 1). Si la Aldea (fase 3) es destruída a causa de un asedio, sus "vasallos" también son destruídos.[19]
- Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[22]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[22] – Steven Sharif
- Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[23]
- Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[20]
- Los nodos vecinos/adyacentes a un nodo de Expedición (fase 1) bloquean el avance de sus vecinos adyacentes. Esto iba a ser probado durante la fase de test de Alpha-1.[12][13]
- Los nodos vasallos aplican primero cualquier experiencia obtenida para compensar su propio déficit (ver debilitamiento de los nodos). Una vez completa, aplican el exceso de experiencia ganada a su nodo padre.[6]
- Si el nodo padre avanza, el nodo vasallo puede avanzar también.[20]
- Los nodos vasallos dan su exceso de experiencia a su nodo padre, y pueden tener sus propios nodos vasallos; siempre y cuando estén dentro de la zona de influencia del nodo padre.[23][20]
- Si un nodo está bloqueado, y ademas de ser un nodo vasallo tiene sus propios nodos vasallos, cualquier experiencia ganada por el propio nodo o sus vasallos se aplica primero a su propio déficit. La experiencia sobrante a partir de ahí se manda al nodo padre.[6]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[23] – Steven Sharif
- Los nodos vasallos están supeditados al gobierno, alianzas, guerras, impuestos, y al comercio de su nodo padre, y pueden recibir ayuda "federal" del mismo.[20]
- Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[20]
- Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[20]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[6] – Margaret Krohn
Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[25][26]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[27][28][29][30][25][31]
- The rarity of glint increases with the mob's level.[32]
- Loot tables are disabled for player controlled monsters.[33]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[34]
- Experience debt decreases the drop rate percentages from monsters.[35]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[36][37]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[36][38][39]
- Legendary equipment is only dropped by Legendary world bosses.[40]
- Loot tables will likely not be affected by weather conditions.[42] This was previously listed as a possible effect.[43]
- There won't be specific loot drops for artisans.[44] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[45]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[44]
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.[46]
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.[46]
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.[46] – Jeffrey Bard
Adaptive content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[48][49]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[47][50]
- Aparecerán Edificios adicionales.[47]
- Aparecerán Enemigos adicionales.[47]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[47][50]
- La población cambiará.[50]
- La dificultad del contenido cambiará.[50]
- El contenido puede ser completamente diferente.[50]
- Ganchos de misiones diferentes.[47]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[51]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[52]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[53][40]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[51]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[51]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[54]
- 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.[55]
- 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.[51]
Raid strategies
Incursiones will have elements that can be pre-planned.[56]
Raids will also have dynamic elements that can change from session to session.[56]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[56]
- Variables are manifested based on node progression.[56]
- The number of metropolis nodes developed.[56]
- The types of metropolis nodes developed.[56]
- 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.[56]{{ndash|Steven Sharif}
Dificultad del PVE
La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[57]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[57]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[58][59]
- Los jefes y enemigos no escalarán en función del tamaño del grupo, pero el comportamiento de la IA puede adaptarse dinámicamente al número y tipo de participantes en el encuentro.[58][60]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[58] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[57]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[61] – Steven Sharif
Ver además
Referencias
- ↑ Entrevista, 2020-07-19 (1:10:55).
- ↑ Transmisión en vivo, 2022-10-14 (57:22).
- ↑ 3.0 3.1 3.2 3.3 Entrevista, 2020-07-19 (1:08:22).
- ↑ 4.0 4.1 4.2 Entrevista, 2020-07-18 (10:04).
- ↑ 5.0 5.1 5.2 Entrevista, 2020-07-08 (1:00:15).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 11.0 11.1 Transmisión en vivo, 2017-10-16 (50:20).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:21:23).
- ↑ 16.0 16.1 Transmisión en vivo, 2017-05-26 (28:16).
- ↑ 17.0 17.1 17.2 17.3 17.4 Transmisión en vivo, 2022-10-14 (55:13).
- ↑ Transmisión en vivo, 2017-11-17 (55:27).
- ↑ 19.0 19.1 19.2 Transmisión en vivo, 2022-08-26 (1:07:34).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 Blog - Know Your Nodes - The Basics.
- ↑
- ↑ 22.0 22.1 Transmisión en vivo, 2022-08-26 (1:04:35).
- ↑ 23.0 23.1 23.2 Transmisión en vivo, 2022-08-26 (1:10:16).
- ↑ Vídeo, 2023-01-27 (16:44).
- ↑ 25.0 25.1 Entrevista, 2020-07-18 (27:11).
- ↑ Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 36.0 36.1 Entrevista, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ 40.0 40.1 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 44.0 44.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2018-06-04 (39:15).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 50.0 50.1 50.2 50.3 50.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑ 51.0 51.1 51.2 51.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 56.7 56.8 Pódcast, 2018-07-09 (22:24).
- ↑ 57.0 57.1 57.2 Entrevista, 2020-07-19 (14:51).
- ↑ 58.0 58.1 58.2 Transmisión en vivo, 2023-01-27 (1:34:06).
- ↑ Entrevista, 2021-06-13 (22:20).
- ↑ Entrevista, 2020-07-19 (17:12).
- ↑ Transmisión en vivo, 2022-05-27 (1:20:35).