Ubicación de los nodos

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Habrá 85 ubicaciones de nodos comunes en el lanzamiento con 15 nodos de castillo adicionales (5 castillos x 3 nodos de castillo cada uno)[1][2][3] para un total de 100 nodos.[4][5]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[8]Steven Sharif

List of nodes

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

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 its final state.[10]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[11][12]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[10][13]

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.[14]

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