Zonas corruptas (Corrupted areas)

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

How the world 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 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 in contest with it.[1]Jeffrey Bard

Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[2][1]

  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[3]
  • TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[4][2]
    • Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[3]
    • Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[5]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[5]Steven Sharif
  • Las áreas corruptas no confieren corrupción al jugador.[6]

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.[4]Steven Sharif