Estaciones

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Ashes of Creation Estaciones in the Riverlands.[1]

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.[1]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[2][3]

  • Algunos biomas tendrán estaciones menos (o más) templadas. Por ejemplo: Regiones septentrionales, meridionales y tropicales.[4] Otros biomas tendrán climas fijos.[5]
    • Los biomas que se ven afectados por ciclos estacionales pueden experimentar diferencias visuales drásticas entre estaciones.[2]
  • Los eventos pueden cambiar de forma radical, o alargar, la estación en la que se encuentra una zona.[6][7] Esto incluye [cambios [Climate|climáticos]].[3]
  • También habrá estaciones "mágicas" en las que estarás en una zona tropical y de repente nevará.[4]
  • Objetos, ciclos de cultivo, edificios y mecánicas de artesanía (crafting) podrían obtener ciertos bonificadores o debilitadores en determinadas estaciones.[6][8][3]
  • Las zonas oceánicas y submarinas no tendrán cambios estacionales.[9]
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.[3]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[6][7][3]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[3]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[6][7][10]
    • 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.[3]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[11]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[12]

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.[13]Brian Gans

Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[14][15][16]

  • Cada temporada durará aproximadamente una o dos semanas de tiempo real (IRL).[14][15][16]
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.[15]Steven Sharif
  • La duración final de los ciclos estacionales está sujeta a pruebas durante la fase Alfa-2.[17]
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.[17]Steven Sharif
  • Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[18]
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.[10]

Seasonal events

Calendar Events can be seen as holiday-related celebrations or other seasonal content. Imagine these Events as things you may experience annually, based on the cultures within the world. Some of these may derive from the seasons, and how the nodes in those areas are affected by them. These will most often be server-wide and provide unique content for a specific duration of time during the calendar year.[19]

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.[20][21][22]

  • 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.[20][21][22]
  • Certain calendar events will incorporate the cultural identity of the various character races.[23]
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.[23]Steven Sharif
  • Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[24]
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.[24]Steven Sharif
  • Holiday events are not going be "campy" or immersion-breaking.[20]
We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[20]Steven Sharif

Events may bring seasonal change.[6][3]

Seasonal cosmetics

There are seasonal cosmetics in Ashes of Creation.[26][27]

  • Seasonal cosmetics can be obtained in-game.[26]

Seasonal variations

Timeless Terrapin seasonal variations.[28]

Mounts being one of those things that you own will interact with the seasons and the time of day.[28]Steven Sharif

We're just using this example, but we could use this type of tech for a lot of things not just mounts.[29]Margaret Krohn

Seasonal variations or time of day may affect certain objects in the world, such as mobs and mounts.[31][32][33][29]

  • Different creatures will spawn based on the season.[31]
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.[31]Steven Sharif
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.[33]Steven Sharif
  • It is unlikely that seasonal variations will affect player armor.[35]

Recurso estacionales

Pre-alpha winter wonderland environment.[36]

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.[2]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.[37][38][3][39]

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.[38]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.[37][38]
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.[37]Steven Sharif

Climatología

Ashes of Creation Estaciones in the Riverlands.[40]

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.[41]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[40][5][42]

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.[43]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[40][44]
    • 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.[46]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.[41]Steven Sharif

Caminos

Alpha-1 early preview roading.[47]

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 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.[48]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[49]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.{[49]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[48]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[48]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[48]
    • Los caminos mejorarán con el avance de nodos. Los diferentes caminos establecerán la velocidad y el tipo de caravana requerido (dentro o fuera de camino).[50]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[48]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[48]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[38][6][7][3]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[38][3]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[38][6][7][10]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[6]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[38][3]
  • El agua se congelará en invierno, lo que permite a los jugadores caminar sobre el hielo, sin embargo, se bloqueará el acceso a lo que hay debajo.[3]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[11]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[51]

  • La ubicación de las entradas del Reino Subterráneo en todo el mundo suelen estar alrededor de estrechamientos naturales que existen en la superficie. Esto proporciona rutas alternativas subterráneas que pueden usarse para caravanas, raids, y otras actividades del jugador.[52][51]
  • No todas las entradas del Reino Subterráneo estarán abiertas al mismo tiempo. Estas pueden cambiar dinámicamente (según el estado de los nodos) lo que causa que rutas distintas se abran, la cuales, pueden ser más ventajosas o menos que otras rutas.[51]

Las parcelas no podrán colocarse cerca de los caminos.[53]

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[54][55][56]

  • 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.[46][58]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[59]

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.[58]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[58]Jeffrey Bard

Entorno del Reino Subterráneo

El territorio del Reino subterráneoson inmensos.[61]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[63]Steven Sharif

Las estaciones sobre la superficie afectarán al Reino subterráneo (Underrealm).[61]

  • No será una concordancia de uno a uno: por ejemplo, no nevará en el Reino Subterráneo.
  • Las inundaciones de los túneles y otros efectos estarán relacionados con el clima en la superficie.

The seasons above ground will inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[61]Jeffrey Bard

Videos

Visuales

Ver además

Referencias

  1. 1.0 1.1 Twitter - Seasons.
  2. 2.0 2.1 2.2 2.3 Transmisión en vivo, 2022-04-29 (56:24).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 Transmisión en vivo, 2017-05-08 (20:27).
  4. 4.0 4.1 Transmisión en vivo, 2018-09-27 (41:33).
  5. 5.0 5.1 Transmisión en vivo, 2017-07-18 (36:47).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Pódcast, 2021-04-11 (23:36).
  7. 7.0 7.1 7.2 7.3 7.4 Transmisión en vivo, 2020-06-26 (1:29:06).
  8. Transmisión en vivo, 2019-07-26 (1:32:40).
  9. Transmisión en vivo, 2022-09-30 (1:25:56).
  10. 10.0 10.1 10.2 Our immersive world - Environments.
  11. 11.0 11.1 frosty-roads.png
  12. Transmisión en vivo, 2022-06-30 (1:10:19).
  13. Vídeo, 2022-05-27 (6:33).
  14. 14.0 14.1 Transmisión en vivo, 2022-05-27 (1:13:39).
  15. 15.0 15.1 15.2 Vídeo, 2022-05-27 (12:50).
  16. 16.0 16.1 seasons.png
  17. 17.0 17.1 Transmisión en vivo, 2022-06-30 (2:57).
  18. Entrevista, 2020-07-18 (16:34).
  19. Types of Events on Verra.
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2022-04-29 (36:51).
  21. 21.0 21.1 Entrevista, 2018-10-20 (7:31).
  22. 22.0 22.1 Transmisión en vivo, 2017-05-10 (40:36).
  23. 23.0 23.1 Transmisión en vivo, 2022-04-29 (38:05).
  24. 24.0 24.1 Transmisión en vivo, 2022-04-29 (50:49).
  25. Ashes of Creation Store: Festive Protector's Garments
  26. 26.0 26.1 cosmetics obtaining.png
  27. Seasonal cosmetics.png
  28. 28.0 28.1 Transmisión en vivo, 2021-10-29 (48:36).
  29. 29.0 29.1 29.2 Transmisión en vivo, 2021-10-29 (51:22).
  30. Transmisión en vivo, 2022-05-27 (1:05:08).
  31. 31.0 31.1 31.2 Transmisión en vivo, 2022-05-27 (58:04).
  32. 32.0 32.1 Vídeo, 2022-05-27 (10:17).
  33. 33.0 33.1 33.2 Transmisión en vivo, 2021-10-29 (51:48:).
  34. Transmisión en vivo, 2022-05-27 (54:49).
  35. Transmisión en vivo, 2022-05-27 (1:02:41).
  36. Vídeo, 2017-05-30 (0:01).
  37. 37.0 37.1 37.2 Transmisión en vivo, 2022-05-27 (55:47).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Vídeo, 2022-05-27 (15:50).
  39. Steven Crops.PNG
  40. 40.0 40.1 40.2 40.3 40.4 40.5 Vídeo, 2022-05-27 (2:21).
  41. 41.0 41.1 Vídeo, 2022-05-27 (9:34).
  42. Transmisión en vivo, 2017-06-01 (29:33).
  43. 43.0 43.1 Transmisión en vivo, 2022-02-25 (1:05:37).
  44. Transmisión en vivo, 2017-07-28 (41:25).
  45. 45.0 45.1 45.2 45.3 Transmisión en vivo, 2022-05-27 (1:14:46).
  46. 46.0 46.1 46.2 Transmisión en vivo, 2020-09-30 (1:04:56).
  47. Transmisión en vivo, 2021-01-29 (55:44).
  48. 48.0 48.1 48.2 48.3 48.4 48.5 Transmisión en vivo, 2021-01-29 (1:13:04).
  49. 49.0 49.1 Transmisión en vivo, 2022-01-28 (33:25).
  50. Transmisión en vivo, 2018-02-09 (45:48).
  51. 51.0 51.1 51.2 Transmisión en vivo, 2020-10-30 (1:19:13).
  52. Transmisión en vivo, 2022-08-26 (53:26).
  53. Transmisión en vivo, 2017-05-19 (32:23).
  54. 54.0 54.1 Entrevista, 2020-07-18 (1:05:04).
  55. Transmisión en vivo, 2017-05-24 (27:47).
  56. 56.0 56.1 Transmisión en vivo, 2018-04-8 (PM) (26:19).
  57. Vídeo, 2022-09-30 (15:28).
  58. 58.0 58.1 58.2 Transmisión en vivo, 2017-06-01 (20:23).
  59. Transmisión en vivo, 2020-06-26 (1:32:16).
  60. Ashes of Creation - The visuals.
  61. 61.0 61.1 61.2 61.3 61.4 Transmisión en vivo, 2017-06-01 (24:30).
  62. Entrevista, 2018-08-17 (8:57).
  63. Transmisión en vivo, 2018-01-18 (14:00).