Puntos de interés

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

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[1]Jeffrey Bard

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]

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]

Mapa del mundo

Updated Ashes of Creation map.[11][12]

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.[12]Steven Sharif

Alpha-2 work-in-progress map UI.[13]

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.[14] 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.[15]

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.[15]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[5]

  • 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.[5]

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.[17]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[18][19][20]

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.[19]Steven Sharif

Ubicaciones de las mazmorras

Las mazmorras y otros puntos de interés se encuentran repartidos por todo el mapa entre las 85 ubicaciones de los nodos.[8]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[6]Steven Sharif
  • El nivel de dificultad y las tablas de botín de estos encuentros cambiarán en función de esta influencia.[7][8]

Monumentos/Puntos de interés

200 foot tall Pyrian statues in Alpha-1.[21]

Los puntos de interés están repartidos por todo el mundo, lo que permite a los jugadores determinar su posición en el mapa.[21]

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.[21]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.[21]Mat Broome

Nodos bajo el agua

Los puntos de interés bajo el agua que tengan estructuras de PNJs podrán asemejarse a ciudades, pero no serán nodos.[22]

  • No habrá nodos bajo el agua o en la superficie del mar.[23]

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.[24]

Las regiones económicas son zonas estáticas definidas por puntos de interés geográfico.[25][26]

  • Las zonas de castillos son más grandes y abarcan varias regiones económicas.[25]
  • Los nodos son el pegamento que mantiene unidas las regiones económicas y de castillo en una sinergia potencial o en un caos.[27]
    • Las de los nodos son fluidas y cambian su área en función de la progresión del nodo y sus vecinos.[25]
  • Las zonas de castillos, regiones económicas y las ZOI (Zonas de influencia) de nodos pueden solaparse..[28]

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.[26]Sarah Flanagan

Zonas de castillos

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Los castillo de gremio ejercen influencia sobre una zona de castillos a su alrededor.[29]

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.[35][17][36]

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.[37]Steven Sharif

Campos de batalla (Battlegrounds)

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