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Diferencia entre revisiones de «Adaptive content»
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{{Player driven narrative}} | {{Player driven narrative}} | ||
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+ | == Legendary quests == | ||
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+ | {{Legendary quests}} | ||
== Artificial intelligence == | == Artificial intelligence == |
Revisión del 13:40 7 dic 2017
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[2][3]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[1][4]
- Aparecerán Edificios adicionales.[1]
- Aparecerán Enemigos adicionales.[1]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[1][4]
- La población cambiará.[4]
- La dificultad del contenido cambiará.[4]
- El contenido puede ser completamente diferente.[4]
- Ganchos de misiones diferentes.[1]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[5]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[6]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[7][8]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[5]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[5]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[9]
- La ubicación de los puntos de interés será la misma en cada servidor, pero algunos servidores pueden tener acceso limitado o inexistente a los mismos.[10]
- 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 academic 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.[5]
Narrativa impulsada por el jugador
El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[11]
- La narrativa deneral de Ashes of Creation es que los jugadores son los hijos de Verra que regresan, pero no serán considerados de forma individual como "salvadores"..[12]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[13]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[14] – Steven Sharif
Legendary quests
Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[15] Estas misiones desbloquearán contenido bloqueado.[16]
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[18][19]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[18][20][21][22]
- Higher frequency of AoE attacks depending on how many players are participating.[20]
- Unlock rage, recovery effects and buffs.[23][20]
- Supporting other monster types or classes nearby.[23]
- Additional adds and add classes.[20]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[24]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[25]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[18] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[26]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[26] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑ 5.0 5.1 5.2 5.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ Transmisión en vivo, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmisión en vivo, 2017-05-22 (28:02).
- ↑ Transmisión en vivo, 2017-05-15 (20:58).
- ↑ Transmisión en vivo, 2017-05-08 (50:32).
- ↑ 17.0 17.1 Transmisión en vivo, 2021-06-25 (21:24).
- ↑ 18.0 18.1 18.2 Entrevista, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 20.0 20.1 20.2 20.3 Entrevista, 2021-06-13 (22:20).
- ↑ Transmisión en vivo, 2017-07-28 (43:57).
- ↑ Transmisión en vivo, 2017-05-05 (11:55).
- ↑ 23.0 23.1 Transmisión en vivo, 2022-07-29 (1:23:56).
- ↑ Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (3:56).
- ↑ 26.0 26.1 26.2 26.3 26.4 Pódcast, 2018-05-11 (24:23).