Seasonal variations
Seasonal variations or time of day may affect certain objects in the world, such as mobs and mounts.[4][5][6][2]
- Different creatures will spawn based on the season.[4]
- This alcove might now have a bunch of new types of monsters that are AoE focused and you might want to bring your AoE team there during winter because you can get that spot in this hunting ground; and you can pull really easily all the creatures into that little spot. But in summer maybe that population isn't as close and it's no longer a viable hunting ground.[4] – Steven Sharif
- Mobs and Monturas of a certain rarity are visually affected by seasonal and time-of-day changes.[5][6][2]
- Mounts will have rarities and those rarities will be, I think, respective not only of their skill selection that they were either bred with or acquired with, but also as it scales in rarity you're going to see effects like these come online: The ability for that mount to represent. But as Margaret said, this is not just on the mount front, this is something that I think allows us to integrate both the visual component of an environment that you see but also incorporate effects as part of that environment and that change accordingly to other things that are going on in the world.[6] – Steven Sharif
- Different seasons may unmask different types of vegetation.[7]
Estaciones
Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[10][11]
- Algunos biomas tendrán estaciones menos (o más) templadas. Por ejemplo: Regiones septentrionales, meridionales y tropicales.[12] Otros biomas tendrán climas fijos.[13]
- Los biomas que se ven afectados por ciclos estacionales pueden experimentar diferencias visuales drásticas entre estaciones.[10]
- Los eventos pueden cambiar de forma radical, o alargar, la estación en la que se encuentra una zona.[14][15] Esto incluye [cambios [Climate|climáticos]].[11]
- También habrá estaciones "mágicas" en las que estarás en una zona tropical y de repente nevará.[12]
- Objetos, ciclos de cultivo, edificios y mecánicas de artesanía (crafting) podrían obtener ciertos bonificadores o debilitadores en determinadas estaciones.[14][16][11]
- Las zonas oceánicas y submarinas no tendrán cambios estacionales.[17]
- 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.[11] – Steven Sharif
- Diferentes estaciones pueden afectar al acceso a distintos caminos.[14][15][11]
- Los pasajes abiertos en verano pueden cerrarse en invierno.[11]
- Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[14][15][18]
- 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.[11]
- El hielo hará que los caminos estén llenos de baches y resbaladizos.[19]
- Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[20]
Cambios de estación
Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[22][23][24]
- 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.[23] – Steven Sharif
- 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.[25] – Steven Sharif
- Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[26]
- 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.[18]
Seasonal events
Calendar events (seasonal events/holidays) in Ashes of Creation can be in-game events or they can relate to the real-world in some way.[28][29][30]
- Events are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[28][29][30]
- Certain calendar events will incorporate the cultural identity of the various character races.[31]
- Part of the things that they're working on is creating a lot of cultural identity for these character races and how we can bring about these calendar events from the perspective of each individual race. That's something that I think is going to be really helping identify or giving identity to each of the character races.[31] – Steven Sharif
- Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[32]
- Will seasonal events in the real-world align with the seasonal rotation in the game world? And I think in that sense probably not. That's going to require a little bit of suspension of disbelief in understanding that. But it's also fair that in-game events do not need to be perfectly cyclical like let's say seasonal events are in the real world. They could have a non-uniform cycle associated with them... There is something to be said for having that represented in the game as long as it's immersive; as long as it's contextualized within the story and the world and the universe that we've created; and isn't a direct homage to Santa Claus in the real-world, just to use a prime example of something.[32] – Steven Sharif
- Holiday events are not going be "campy" or immersion-breaking.[28]
- We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[28] – Steven Sharif
Events may bring seasonal change.[14][11]
- A raid boss, such as a winter dragon, may appear because a node has developed to Pueblo (fase 4). This may bring an eternal winter that affects crop rotations until it is killed.[14][11]
Climatología
Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[33][13][35]
- Ciertos eventos pueden provocar cambios climáticos.[33][14]
- 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.[36] – Steven Sharif
- Habrá tiempo dinámico de intensidad variable.[33][37]
- Por ejemplo: De llovizna a tormenta, o de ventisca a nieve.
- Algunas habilidades así como profesiones (como la de Granjero) pueden verse potenciadas o perjudicadas durante ciertos climas y fenómenos meteorológicos estacionales.[38][33][36][39]
- 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.[39] – Steven Sharif
- Las condiciones meteorológicas también afectan a los recursos recolectables, vehículos, monturas, barcos, resistencias, objetivos de combate, y mecánicas de jefes.[38][33]
- El acceso a mazmorras y raids también puede verse obstaculizado o bloqueado por cambios en el clima.[38]
- Posteriormente se dijo que las loot tables no se verían afectadas por las condiciones climáticas.[38]
- 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.[34] – Steven Sharif
El ciclo del día y la noche
En Ashes of Creation existe un ciclo día/noche.[43][44]
- Los ciclos de día y noche ocurren en el transcurso de unas pocas horas.[41]
- 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.[46] – Steven Sharif
- Los desarrolladores pedirán opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presenten durante la Alfa-2.[47][48]
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.[49][50][44]
- Diferentes monstruos aparecerán a diferentes horas.[51]
- Ciertas criaturas nocturas pueden mostrar más efectos bioluminiscentes.[44]
- 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.[49] – Steven Sharif
- Las constelaciones y las lunas giran y cambian a lo largo de la noche.[52]
Oscuridad
La oscuridad como obstáculo ambiental está siendo considerada como parte de la mecánica del juego.[48][54]
- Los desarrolladores solicitan opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presentes en el Alfa-2.[47][48]
- 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.[48] – Steven Sharif
Visuales
2021-11-02
Ver además
Referencias
- ↑ 1.0 1.1 Transmisión en vivo, 2021-10-29 (48:36).
- ↑ 2.0 2.1 2.2 Transmisión en vivo, 2021-10-29 (51:22).
- ↑ Transmisión en vivo, 2022-05-27 (1:05:08).
- ↑ 4.0 4.1 4.2 Transmisión en vivo, 2022-05-27 (58:04).
- ↑ 5.0 5.1 Vídeo, 2022-05-27 (10:17).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2021-10-29 (51:48:).
- ↑ Transmisión en vivo, 2022-05-27 (54:49).
- ↑ Transmisión en vivo, 2022-05-27 (1:02:41).
- ↑ 9.0 9.1 Twitter - Seasons.
- ↑ 10.0 10.1 10.2 Transmisión en vivo, 2022-04-29 (56:24).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Transmisión en vivo, 2017-05-08 (20:27).
- ↑ 12.0 12.1 Transmisión en vivo, 2018-09-27 (41:33).
- ↑ 13.0 13.1 Transmisión en vivo, 2017-07-18 (36:47).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Pódcast, 2021-04-11 (23:36).
- ↑ 15.0 15.1 15.2 Transmisión en vivo, 2020-06-26 (1:29:06).
- ↑ Transmisión en vivo, 2019-07-26 (1:32:40).
- ↑ Transmisión en vivo, 2022-09-30 (1:25:56).
- ↑ 18.0 18.1 Our immersive world - Environments.
- ↑
- ↑ Transmisión en vivo, 2022-06-30 (1:10:19).
- ↑ Vídeo, 2022-05-27 (6:33).
- ↑ 22.0 22.1 22.2 Transmisión en vivo, 2022-05-27 (1:13:39).
- ↑ 23.0 23.1 23.2 Vídeo, 2022-05-27 (12:50).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 Transmisión en vivo, 2022-06-30 (2:57).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ Types of Events on Verra.
- ↑ 28.0 28.1 28.2 28.3 Transmisión en vivo, 2022-04-29 (36:51).
- ↑ 29.0 29.1 Entrevista, 2018-10-20 (7:31).
- ↑ 30.0 30.1 Transmisión en vivo, 2017-05-10 (40:36).
- ↑ 31.0 31.1 Transmisión en vivo, 2022-04-29 (38:05).
- ↑ 32.0 32.1 Transmisión en vivo, 2022-04-29 (50:49).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 Vídeo, 2022-05-27 (2:21).
- ↑ 34.0 34.1 Vídeo, 2022-05-27 (9:34).
- ↑ Transmisión en vivo, 2017-06-01 (29:33).
- ↑ 36.0 36.1 Transmisión en vivo, 2022-02-25 (1:05:37).
- ↑ Transmisión en vivo, 2017-07-28 (41:25).
- ↑ 38.0 38.1 38.2 38.3 Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ 39.0 39.1 Transmisión en vivo, 2020-09-30 (1:04:56).
- ↑ Transmisión en vivo, 2020-11-30 (41:49).
- ↑ 41.0 41.1 Vídeo, 2022-12-02 (11:11).
- ↑ Ashes of Creation - Screenshots.
- ↑ Transmisión en vivo, 2021-06-25 (29:58).
- ↑ 44.0 44.1 44.2 Transmisión en vivo, 2017-05-12 (57:41).
- ↑
- ↑ 46.0 46.1 Transmisión en vivo, 2022-12-02 (1:07:29).
- ↑ 47.0 47.1 Transmisión en vivo, 2022-12-02 (1:08:06).
- ↑ 48.0 48.1 48.2 48.3 Transmisión en vivo, 2022-12-02 (53:01).
- ↑ 49.0 49.1 Transmisión en vivo, 2022-12-02 (1:10:14).
- ↑ Pódcast, 2021-04-11 (15:55).
- ↑
- ↑ Transmisión en vivo, 2022-12-02 (1:09:42).
- ↑ Vídeo, 2017-02-07 (0:02).
- ↑ 54.0 54.1 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.