Instanciación de los servidores

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda

No habrá capas de servidor (sharding) en los servidores.[1][2]

Servidores

El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[3]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[4]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[7]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[7]
  • La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[7]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[7]Steven Sharif

Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[8]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[9]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[10]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[11]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[11]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[10][12][13]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[17]Steven Sharif

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[11]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[19]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[17]Steven Sharif

PvP Arenas

Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[21][22]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[21]Steven Sharif

Ver además

Referencias