Climatología

De Ashes of Creation Wiki
(Redirigido desde «Climates»)
Ir a la navegación Ir a la búsqueda
Ashes of Creation Estaciones in the Riverlands.[1]

Part of the triggers that can create seasonal change is not just time related for each of our biomes, but they are also indicated by events that occur on the server. Whether that be certain raid bosses forming, or a relic being acquired by a particular node and being activated to change potentially the weather out of a winter state into a spring state: and the reason why a node might have interest in doing that of course is because weather and the seasons also affect skills and abilities.[2]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[1][3][4]

During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[6]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[1][7]
    • Por ejemplo: De llovizna a tormenta, o de ventisca a nieve.
There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[9]Steven Sharif
They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[2]Steven Sharif

Estaciones

Ashes of Creation Estaciones in the Riverlands.[10]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[10]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[11][12]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[12]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[5][14][12]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[12]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[5][14][17]
    • El agua se convierte en hielo en invierno, permitiendo a los jugadores caminar sobre el mismo, pero bloqueando el acceso a lo que hay debajo.[12]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[18]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[19]

Cambios de estación

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[20]Brian Gans

Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[21][22][23]

  • Cada temporada durará aproximadamente una o dos semanas de tiempo real (IRL).[21][22][23]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[22]Steven Sharif
  • La duración final de los ciclos estacionales está sujeta a pruebas durante la fase Alfa-2.[24]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[24]Steven Sharif
  • Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[25]
In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[17]

Recurso estacionales

Pre-alpha winter wonderland environment.[26]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[11]Steven Sharif

Las estaciones afectan a los cultivos y a otros recursos de herbología disponibles para recolectar o plantar, incluida la forma en que se gestiona la rotación de cultivos.[27][28][12][29]

One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[28]Steven Sharif
  • Es posible que las estaciones no afecten directamente a determinados recursos, como las vetas de mineral, pero el acceso a ellos puede quedar bloqueado durante determinadas condiciones meteorlógicas.[27][28]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[27]Steven Sharif

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[30][31][32]

  • Los elementos pueden tener más influencia en determinadas estaciones y climatologías. Por ejemplo, las habilidades de escarcha pueden ser más potentes en invierno. Esto afecta tanto al PvE como al Pvp.[9][34]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[35]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[34]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[34]Jeffrey Bard

El ciclo del día y la noche

Alpha-2 day/night cycle.[36]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[37]Steven Sharif

En Ashes of Creation existe un ciclo día/noche.[39][40]

  • Los ciclos de día y noche ocurren en el transcurso de unas pocas horas.[37]
    • Quince minutos IRL (In Real Life) pueden equivaler a una hora en el juego, pero esto está sujeto a cambios.[21][41]
    • La vinculación del ciclo de día y noche con la hora del servidor se probará en el Alfa-2.[42]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[42]Steven Sharif
  • Los desarrolladores pedirán opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presenten durante la Alfa-2.[43][44]

Los PNJs y enemigos pueden estar despiertos o tener comportamientos diferentes a distintas horas del día. Esto también puede influir en las habilidades y/o vulnerabilidades de buff/debuff.[45][46][40]

Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[45]Steven Sharif

Oscuridad

Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[49]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.[50]

La oscuridad como obstáculo ambiental está siendo considerada como parte de la mecánica del juego.[44][50]

  • Los desarrolladores solicitan opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presentes en el Alfa-2.[43][44]
In more survival oriented games you're expected to have really dark night times because you utilize instruments like torches and lights that can be present, but when you think about an MMORPG and you think about the types of player numbers and player count you're expected to have in certain locations and dungeons, you need to be able to accommodate those types of visibility lines and those mechanics around that large multiplayer environment. So when you guys are giving feedback think about whether or not you want the outside night time to really be very dark, or if you want that to be reserved for specific locations in game, like certain dungeons and towers where we can utilize mechanics like different types of lighting mechanisms in order to facilitate that more dark feel.[44]Steven Sharif

Viento

High winds, rain, and snow - our dynamic weather system has you covered![51]

El viento influirá en la velocidad y la dirección a la que viajen los barcos en mar abierto (zonas no costeras del mapa).[52][53]

  • Los jugadores tendrán que tener en cuenta la dirección (y la fuerza) del viento cuando naveguen por mar abierto.[53]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[53]Steven Sharif

Mareas

Waves on a beach by Michael Bacon.[54]

No habrá modelos de mareas en el océano, pero éste no tendrá un comportamiento estático todo el tiempo. Se darán ciertos contenidos únicos en determinados momentos con respecto a determinados climas.[55]

Visuales

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Vídeo, 2022-05-27 (2:21).
  2. 2.0 2.1 Vídeo, 2022-05-27 (9:34).
  3. 3.0 3.1 Transmisión en vivo, 2017-07-18 (36:47).
  4. Transmisión en vivo, 2017-06-01 (29:33).
  5. 5.0 5.1 5.2 5.3 5.4 Pódcast, 2021-04-11 (23:36).
  6. 6.0 6.1 Transmisión en vivo, 2022-02-25 (1:05:37).
  7. Transmisión en vivo, 2017-07-28 (41:25).
  8. 8.0 8.1 8.2 8.3 Transmisión en vivo, 2022-05-27 (1:14:46).
  9. 9.0 9.1 9.2 Transmisión en vivo, 2020-09-30 (1:04:56).
  10. 10.0 10.1 Twitter - Seasons.
  11. 11.0 11.1 11.2 11.3 Transmisión en vivo, 2022-04-29 (56:24).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Transmisión en vivo, 2017-05-08 (20:27).
  13. 13.0 13.1 Transmisión en vivo, 2018-09-27 (41:33).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2020-06-26 (1:29:06).
  15. Transmisión en vivo, 2019-07-26 (1:32:40).
  16. Transmisión en vivo, 2022-09-30 (1:25:56).
  17. 17.0 17.1 Our immersive world - Environments.
  18. frosty-roads.png
  19. Transmisión en vivo, 2022-06-30 (1:10:19).
  20. Vídeo, 2022-05-27 (6:33).
  21. 21.0 21.1 21.2 Transmisión en vivo, 2022-05-27 (1:13:39).
  22. 22.0 22.1 22.2 Vídeo, 2022-05-27 (12:50).
  23. 23.0 23.1 seasons.png
  24. 24.0 24.1 Transmisión en vivo, 2022-06-30 (2:57).
  25. Entrevista, 2020-07-18 (16:34).
  26. Vídeo, 2017-05-30 (0:01).
  27. 27.0 27.1 27.2 Transmisión en vivo, 2022-05-27 (55:47).
  28. 28.0 28.1 28.2 28.3 Vídeo, 2022-05-27 (15:50).
  29. Steven Crops.PNG
  30. 30.0 30.1 Entrevista, 2020-07-18 (1:05:04).
  31. Transmisión en vivo, 2017-05-24 (27:47).
  32. 32.0 32.1 Transmisión en vivo, 2018-04-8 (PM) (26:19).
  33. Vídeo, 2022-09-30 (15:28).
  34. 34.0 34.1 34.2 Transmisión en vivo, 2017-06-01 (20:23).
  35. Transmisión en vivo, 2020-06-26 (1:32:16).
  36. Transmisión en vivo, 2020-11-30 (41:49).
  37. 37.0 37.1 Vídeo, 2022-12-02 (11:11).
  38. Ashes of Creation - Screenshots.
  39. Transmisión en vivo, 2021-06-25 (29:58).
  40. 40.0 40.1 40.2 Transmisión en vivo, 2017-05-12 (57:41).
  41. time.jpg
  42. 42.0 42.1 Transmisión en vivo, 2022-12-02 (1:07:29).
  43. 43.0 43.1 Transmisión en vivo, 2022-12-02 (1:08:06).
  44. 44.0 44.1 44.2 44.3 Transmisión en vivo, 2022-12-02 (53:01).
  45. 45.0 45.1 Transmisión en vivo, 2022-12-02 (1:10:14).
  46. Pódcast, 2021-04-11 (15:55).
  47. day cycle.jpg
  48. Transmisión en vivo, 2022-12-02 (1:09:42).
  49. Vídeo, 2017-02-07 (0:02).
  50. 50.0 50.1 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  51. Twitter - Dynamic weather system.
  52. Transmisión en vivo, 2022-09-30 (1:15:56).
  53. 53.0 53.1 53.2 Transmisión en vivo, 2022-06-30 (1:04:30).
  54. Transmisión en vivo, 2019-06-28 (42:55).
  55. Transmisión en vivo, 2019-07-26 (1:02:49).