Mapa del mundo

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Updated Ashes of Creation map.[1][2]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[2]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[3]Steven Sharif

El mundo de Verra cuenta con un mapa del mundo visible en el juego. Este mapa no se genera aleatoriamente, y comienza cubierto por una niebla de guerra.[4] Los jugadores no podrán ver el mundo hasta que lo hayan explorado o recopilado información sobre el mismo. el mundo está llenod e información imprecisa, lo que requerirá que el jugador indage y la utilice para verificarla.[5]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[5]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[6]

  • Estos puntos de interés están determinados por la progresión del nodo; y no todos los servidores compartirán el mismo mapa, ya que las decisiones de los jugadores variarán de un servidor a otro.[6]

Además de que la progresión de los nodos es un factor en la generación de mapas, las zonas en Ashes of Creation se adaptarán a todos los niveles.[8]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[9][10][11]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[10]Steven Sharif

Verra

Verran map scroll.[12]

Verra was created to house four separate... divine races and they're called divine races because the remaining seven gods imbued their characteristics within each of these different races. They didn't put all of them into one and make the same mistake. They had focuses really that these races took essentially.[13]Steven Sharif

El nombre del mundo de Ashes of Creation es Verra.[14]

Continentes de Verra y sus localizaciones:

Océanos de Verra:

  • The Fortunic Ocean.[12]
  • The Umbral Sea.[12]
  • Tradewind Sea.[12]
  • The Avaric Ocean.[12]

Shape of Verra

El mundo de Verra no es plano,[18] pero no se puede circunvalar.[19]

The Verran planet is not flat. You may not see a curvature on the horizon in this, but from a lore perspective the universe in Verra does adhere to some basic physics and laws of physics that we experience in the real world, which means it is not flat.[18]Steven Sharif
There will not be world wrapping in Ashes of Creation.[19]Steven Sharif

Tamaño del mundo

El tamaño del mundo de Verra en el lanzamiento está previso en 1,200 km2 (kilómetros cuadrados), incluyendo tierra (480 km2) y agua/océanos (750 km2), pero excluyendo el tamaño del Reino subterráneo.[2]

  • La razón por la que se decidió ampliar el tamaño del mapa era adaptar mejor el contenido naval reducir la densidad general de contenidos en el mundo.[2]
The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just kind of wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[2]Steven Sharif
  • La forma de los continentes también ha cambiado y se han introducido dos nuevas islas de gran tamaño.[2]

Duración estimada de los viajes

So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[24]Steven Sharif

Tipo de viaje Corriendo.[9] En montura.[9]
De un extremo a otro de un nodo de Metropolis (escenario 6) 2.83 minutos 1.67 minutos
Desde el centro de un nodo hasta el centro de su nodo vecino 5 minutos 3.5 minutos
De los puntos más septentrionales a los más meridionales de un continente 75 minutos 50 minutos

Histórico del tamaño de los mapas

Fase de test Tamaño del mapa (aproximado)
Alpha-0 16 km2.[25]
Ashes of Creation Apocalypse battle royale 6.25 km2.[26]
Ashes of Creation Apocalypse battle royale Forest of Erinthia 1.25 km2.[27]
Alpha-1 70 km2.[28]
Alpha-2 220 km2.[28]
Lanzamiento (estimación original) 480 km2 [20][21][22]
Lanzamiento (nueva estimación) 1,200 km2 [2]

Nodos

Habrá 85 ubicaciones de nodos comunes en el lanzamiento con 15 nodos de castillo adicionales (5 castillos x 3 nodos de castillo cada uno)[29][30][31] para un total de 100 nodos.[32][33]

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.[36]Steven Sharif

Node locations

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

Simulación de nodos

Simulation of node interactions.[38]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to kind of see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[38]Steven Sharif

Los desarrolladores han creado un simulador de interacciones de nodos para prepararse para la la implementación del sistema de nodos en la Alpha-2.[38]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[38]Steven Sharif

  • También simula eventos, como PNJs atacando y deshabilitando ciertos edificios y servicios de los nodos. Si no se contrarestan estos ataques satisfactoriamente, el "marcador de salud" del nodo se verá reducido, lo que provocará una reducción de la ganancia de experiencia del nodo.[38]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[38]Steven Sharif

  • Los asedios a los nodos también se han simulado, con asedios exitosos provocando la destrucción del nodo, y con asedios fallidos, haciendo que el nodo no se destruya pero si que se desabiliten edificios o servicios; parecido a como ocurre con los eventos.[38]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[38]Steven Sharif

  • Simula las posibles consecuencias de lo que podría ocurrir por las acciones de los jugadores, como dividir una ZOI a través de una vía fluvial o hacer que los territorios se expandan a islas o entre continentes.[38]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[38]Steven Sharif

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[39]

Economic regions are static areas defined by geographic points of interest.[40][41]

  • Castle regions are larger and encompass multiple economic regions.[40]
  • Nodos are the glue that hold castle and economic regions together in potential synergy or chaos.[42]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[40]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[43]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[41]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

Castillos del gremio influence a castle region around them.[44]

Roads

Alpha-1 early preview roading.[50]

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 kind of 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.[51]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[52]

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.{[52]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[51]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[51]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[51]
    • 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).[53]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[51]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[51]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[54][55][56][57]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[54][57]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[54][55][56][58]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[55]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[54][57]
  • 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.[57]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[59]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[11]

  • 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.[9][11]
  • 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.[11]

Las parcelas no podrán colocarse cerca de los caminos.[60]

Puntos de interés

Alpha-1 preview pirate themed dynamic point of interest.[61]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[61]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[62][63]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[61][64]

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 scientific 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.[6]

Dungeon locations

Mazmorras and other points of interest are located throughout the map in-between the 85 node locations.[66]

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[62]

How the world kind of 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.[67]Steven Sharif

All of our POIs and kind of 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 kind of in contest with it.[62]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[67][62]

  • Los Heraldos that exist on Verra as dungeons are where Los Antiguos are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[68]
  • These are sources of NPC events that players need to address before they grow out of hand.[69][67]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[68]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[70]
    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.[70]Steven Sharif
  • Corrupted areas do not confer corruption onto a player.[71]

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.[69]Steven Sharif

Landmarks

200 foot tall Pyrian statues in Alpha-1.[72]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[72]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[72]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[72]Mat Broome

Notable landmarks

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[73]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[73]Steven Sharif

Resource locations

Alpha-1 mine shaft.[79]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[39]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[74][75]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[80][81]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[82][80][81][83]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[81]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[82][84]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[82]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[81][83][84]
  • Resources respawn on a cooldown basis.[83]
  • Resources won't be locked to the node system.[83]
  • Some unique resources may be monsters in disguise or have monsters defending them.[85]

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[86][87]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[88]

Battle maps

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[5]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[89]

Usage

Battle maps offer an interactive command map instead of the standard Mapa del mundo. The system would be accessed through Ayuntamiento or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[89]

Bounty hunter maps

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Pueblo), and will only be granted to players who have the Bounty hunter title.[90] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[91]

Taberna are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[5]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[92][93] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[92] The pathfinding ability can be toggled on or off.[92][94] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[95] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[95]

Áreas de inicio

Alpha-1 - Área de inicio.[96]

Esta no es una experiencia sobre rieles estilo theme park. Los jugadores tendrán la oportunidad de elegir su propio destino en ese sentido, lo que significa que no tendrás que seguir una serie de misiones específicas o participar de los eventos o experiencias en la zona de inicio. Ahora, eso podría ser más beneficioso y es posible que en ese sentido se forme un meta, pero también serás libre de ir a otras áreas y hacer otro contenido.[97]Steven Sharif

Cada raza tiene su propia área de inicio.[98]

  • Habrán pequeños asentamientos de NPCs en las áreas de inicio. Estos representan partidas de reconocimiento que fueron enviadas por las expediciones principales de vuelta a Verra. Estos asentamientos están diseñados para aclimatar a los nuevos jugadores al mundo.[99]
  • Cada área de inicio se encuentra cerca de al menos una de las cuatro puertas divinas, localizadas en ciudades en ruinas de las 4 razas antiguas.[100]
  • Aunque pueda resultar beneficioso, los jugadores no están obligados a pasar por el contenido de las zonas de inicio.[97]
  • Las áreas de inicio tienen cierta distancia entre ellas.[101]

Un problema que tienen muchos MMOs es que las áreas de inicio terminan vacías, lo cual es muy triste, porque el mayor aspecto de un MMO es el sentido de comunidad que puedes experimentar. Así que, unos de los puntos fuertes del sistema de nodos es que funciona muy bien desde el punto de vista de los jugadores nuevos, pues varios de estos nodos van a desarrollarse cerca de las zonas de inicio alrededor del mundo. Esto traerá a los jugadores de vuelta a estas áreas si son ciudadanos y quieren utilizar los servicios de su ciudad. Así que cuando los jugadores nuevos entren al mundo, es muy probable que se encuentren rodeados de gente, pues los jugadores querrán visitar estos grandes nodos.[104]Steven Sharif

Nota del traductor: Esto también permitirá encuentros y relaciones más naturales entre jugadores nuevos y veteranos.

Alpha-1 starting area

Alpha-1 alpha island starting area.[105]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[105]Steven Sharif

The Alpha-1 starting area is set in the ruins of a Pyrian divine gateway to the south of alpha island.[106]

Alpha-2 starting area

You'll be seeing more as we get closer to Alpha Two but this will give you a little bit of insight to the capital city of the Aelan empire prior to the Exodus. This is one of the starting areas that players enter into. This will be this one of the starting areas in alpha 2.[107]Steven Sharif

Portales Divinos

Empyrean divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[13]Steven Sharif

Los portales divinos se encuentran en las ciudades en ruinas de las cuatro razas antiguas de Verra.[100]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[112]Jeffrey Bard

Zones of influence

Nodos are pre-set locations, wrapped in a zone of influence (ZOI).[113]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[32]Margaret Krohn

Todos los nodos tienen una zona de alcance geográfico predefinido llamado Zona de Influencia (ZOI). La actividad de un jugador dentro de esta ZOI se tiene en cuenta y se contabiliza para el desarrollo y avance de ese nodo[113]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[114]Jeffrey Bard

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[113]

There is not a space where you will move in to do something and no node will get that experience.[116]Steven Sharif

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[121][8][32]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[122]Steven Sharif

Coastal nodes

Pre-alpha naval concept.[123]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[124]Steven Sharif

Habrá nodos a lo largo de la costa y en las islas.[125]

  • Estos nodos tendrán influencia y habilidades específicas orientadas al agua, servicios y misiones que tienen relación con el mar.[125]
    • Hay una buena cantidad de contenido marino dentro de las zonas de costa de los continentes que no cae en la zona de mar abierto.[124]
  • Los nodos costeros cambianlas "tablas de generación" del contenido acuático cercano, y pueden accionar eventos específicos.[126]
  • Los puertos en los nodos costeros tendrán misiones relacionadas con el océano y las islas cercanas.[126]
  • Será posible asediar un nodo costero por mar.[127]

Las cadenas de islas son par del contenido naval de Ashes of Creation .[128][129]

Ashes of Creation Apocalypse map

Forest of Erinthia map

Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[130]

  • Breakwater Quarry
  • Chillmouth Outpost
  • Coldwind Township
  • Dream Spire
  • Erinthia's Shame
  • Glimmerbrook
  • Hallowed Vale
  • Icebound Lookout
  • Icecap Thicket
  • The Spirit Vault
  • Winstead

Original map

Ashes of Creation Apocalypse battle royale locations.[131]

  • Brighthold
  • City of Alerynn
  • City of Gant
  • Creation's Rest
  • Crystal Canyons
  • Farstrider Outpost
  • Fionne Vale
  • Fort Ryll
  • Harbinger
  • Karthmere Keep
  • La'sai Village
  • Nyliann Academy
  • Rotweald Forest
  • Sa'kaan Fens
  • Sky Mesa
  • Spire of Eremus
  • Stoneharbor
  • Town of Grimsale
  • Town of Valenn
  • Reino subterráneo

Climate

Ashes of Creation Seasons in the Riverlands.[132]

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.[133]Steven Sharif

Some environments (Biomes) have fixed climates and others are variable.[132][134][135]

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.[136]Steven Sharif
  • There will be dynamic weather that varies in intensity.[132][137]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.
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.[139]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.[133]Steven Sharif

Caza del tesoro

Caza del tesoro is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[140][141][142]

  • The more treasure a player finds the better maps they can create.[142]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[142]
  • Treasure hunting will be a "way of life" rather than a profession.[141]

Treasures may also be obtained through fishing and by exploring naval content.[143][144]

Artwork

Guías de la comunidad

Ver también

Referencias

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