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Corrupted areas

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Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[1]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[2]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[1]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[2][1]

  • These are sources of NPC events that players need to address before they grow out of hand.[3][2]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events that occur players will need to participate to keep the intrusion on the material plane back.[4]
  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[4]
  • Corrupted areas do not confer corruption onto a player.[5]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[3]Steven Sharif

Zones and progression

Mazmorras, Incursiones, Jefes de mundo, Mobs, Misiones, Events, Recursos, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[6][7][8]

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.[9]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[10]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[10]Jeffrey Bard

Alpha-1 preview pirate themed dynamic point of interest flythrough.[10]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[10]Steven Sharif

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[1][11] This content adapts to the node progression of the zone it is in.[10][12]

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 scientific 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.[13]

Roads

Alpha-1 early preview roading.[14]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[15]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[15]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[15]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[15]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[16]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[15]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[15]

Different seasons and events may affect access to various roads.[17][18][19]

  • Pathways that are open during summer may be closed during winter.[19]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[17][18][20]
    • Some events may cause specific roadways to be blocked off.[17]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[19]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[19]
    • Ice will make roads bumpy and slippery.[21]

Subreino routes will open or close dynamically (based on node states).[22]

Arrendamientos may not be placed in close proximity to roads.[23]

Dungeon locations

Mazmorras and other points of interest are located throughout the map in-between the 103 node locations.[24]

Artwork

See also

Referencias