Tamaño del mundo

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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.[1]

  • 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.[1]
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 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.[1]Steven Sharif
  • La forma de los continentes también ha cambiado y se han introducido dos nuevas islas de gran tamaño.[1]

Number of nodes

Habrá 85 ubicaciones de nodos comunes en el lanzamiento con 15 nodos de castillo adicionales (5 castillos x 3 nodos de castillo cada uno)[6][7][8] para un total de 100 nodos.[9][10]

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.[13]Steven Sharif

Mapa del mundo

Updated Ashes of Creation map.[15][1]

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.[1]Steven Sharif

Alpha-2 work-in-progress map UI.[16]

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.[17] 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.[18]

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.[18]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[19]

  • 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.[19]

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.[21]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[22][23][24]

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.[23]Steven Sharif

World shape

El mundo de Verra no es plano,[25] pero no se puede circunvalar.[26]

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.[25]Steven Sharif
There will not be world wrapping in Ashes of Creation.[26]Steven Sharif

Alpha testing zone

Map of Alpha-1 testing zone.[27][28] Credito de imagen: Axiom: Angelcry

The Alpha One map including nodes, dungeons, quest givers, POI, teleporters, and camps will be explorable! Note that this is only a small portion of the world of Verra.[29]

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[30]

This is a rather large tropical area; and what we use some of the creatures for is establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[31]Jeffrey Bard

Las pruebas de la Alfa-1 tuvieron lugar en una zona al noroeste del mapa del mundo.[32] Esta zona tiene muchas islas y un área continental.[33]

Zonas de castillos

E1G9zelXIAY0WNO.jpg

Los castillo de gremio ejercen influencia sobre una zona de castillos a su alrededor.[44]

Regiones económicas

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.[51]

Las regiones económicas son zonas estáticas definidas por puntos de interés geográfico.[52][53]

  • Las zonas de castillos son más grandes y abarcan varias regiones económicas.[52]
  • Los nodos son el pegamento que mantiene unidas las regiones económicas y de castillo en una sinergia potencial o en un caos.[54]
    • Las de los nodos son fluidas y cambian su área en función de la progresión del nodo y sus vecinos.[52]
  • Las zonas de castillos, regiones económicas y las ZOI (Zonas de influencia) de nodos pueden solaparse..[47]

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.[53]Sarah Flanagan

Zonas de influencia

Nodos are pre-set locations, wrapped in a zone of influence (ZOI).[55]

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.[9]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[55]

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 .[56]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.[55]

There is not a space where you will move in to do something and no node will get that experience.[58]Steven Sharif

Población de los servidores

Se impondrán límites de población en cada servidor.[63]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[64][65][66][67]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[68]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[68][69][70]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[70]
  • Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[69][71]
  • Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[72]

Exploración

Exploración in Alpha-1.[73]

We want to put things in the world that are dynamic, so there are reasons to keep going out and keep exploring.[74]Akil Hooper

Players will be rewarded for exploring.[76][77][78]

Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[77]Steven Sharif
It's widespread how exploration can affect many different progression paths within the game; and it's not just about visiting an area once and never coming back, because timing matters as well.[77]Steven Sharif
It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[79]Steven Sharif
Q: Since travel times are important, what is there to discover that will distract you from going straight to your initial destination? What makes traveling adventurous in Verra?
A: Aside from threat and opportunity, which are probably the two biggest distractions that you can encounter while traveling through Verra- those come in different forms: Threat. in the form of monsters and events. Opportunities, in the forms of resources and POIs. There's also achievements that are based around exploration. There's treasure maps that can be found. There's a lot of different things that intersect with travel: The movement of resources. The storage of those resources. In which locations, what are available to be sold and purchased at different locations. They might make you detour for. All of those things contribute to why I would go somewhere and instead change my direction.[76]Steven Sharif

Ver además

Referencias

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