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Revisión del 06:47 3 may 2022
Misiones in Ashes of Creation are divided into three main categories: Events, Commissions, and Misiones de la historia.[5][6][7][8]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[5][9]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[10]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[10] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[11][12]
- Misiones de la historia and events can be shared within a raid group.[13]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[13] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[14]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[13] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[15]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[16]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[16] – Steven Sharif
List of quests
List of quest givers
List of quest rewards
Quest rewards are intended to be commensurate with the difficulty of the quest.[20]
- Scarcity is obviously what can drive the excitement or the dopamine response when that success is had. If something is easily attained then the importance of attaining it is obviously diminished... There will be very rare drop-table items; and we want to ensure that that scarcity is preserved so the importance of attaining the thing feels good.[20] – Steven Sharif
Alpha-1 PvE content
Contenido PvE o JcE (Jugador contra Entorno) en Alpha-1:
- Hay más de 200 misiones en Alpha-1.[21]
- Aproximadamente el 10 por ciento del sistema artesanal estará en línea en Alpha-1.[22][23]
- Hay aproximadamente 49 Conjuntos de Equipo únicos que se pueden obtener en Alpha-1.[21]
- Estos son conjuntos únicos con diferentes estadisticas, pero algunos pueden ser similares en apariencia.[21]
- No hay instancias en Alpha-1.[24]
- Aproximadamente 6 o 7 mazmorras con una con dificultad casi de nivel de incursion.[25]
- Dos Jefes Mundiales que requierengrupos grandes.[25]
- Un verdadero jefe de incursión de 40 personas.[25]
- Los asedios a los castillos Alfa-1 ocurren en una zona a la que se puede acceder a través de un teletransporte NPC o PNJ (Personaje no jugador) .[24][21][26][27]
- Esta zona incluye tres jefes de incursión de dragones ancianos.[21][28]
- Estos jefes también aparecerán en el mundo abierto fuera de la zona de asedio con mecánicas ligeramente diferentes. [21]
Hay más de 200 misiones en el juego en este momento. Hay un montón de mazmorras. Hemos rediseñado todas las peleas de jefes. Esos dragones que ves en el asedio también son parte del mundo abierto. Habrá algo ligeramente diferente: hay algunas mecánicas adicionales en las versiones de asedio en comparación con las que están en el mundo, pero hay muchas cosas interesantes para obtener en ambas, así que asegúrese de revisarlas y cazarlas. [21] – Jeffrey Bard
Events
Events are things that happen in Ashes of Creation as the result of development in the world.[31][32] There are several different types of events that are triggered due to certain conditions (predicates) being met.[33][34][29][35] Events are scaled to fit local, regional, and global needs.[36][8]
- Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[37]
- Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[38][31][39][40][41]
- There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[42][43][44]
- Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[45][8]
- There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[42] – Steven Sharif
- Events that reach a fail condition can have negative consequences.[46][42][8]
- There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[46] – Steven Sharif
- Events have cooldowns in addition to the predicates that are required to trigger them.[46]
- Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[47] – Steven Sharif
- If events are not triggered within a certain time period, they could occur randomly.[32]
- Some events will only be available while story arcs are in certain chapters.[48]
- There may be one-off events.[37]
- Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[49]
Event types
There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[33][34][29][35]
- Calendar events.[29][51][52]
- Caravan events.[53][31]
- Monster coin events.[29][54][55]
- Eventos de historia.[29][56][35][8]
- Node attacks.[29][54][42]
- POI events.[29][56]
- PvP events.[29][56][57]
- Eventos mundiales.[33][29][35]
Monster coin events
Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[61][54][55]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[29]
Monster coin events are system spawned events.[54][62]
- They are structured in a way to prevent groups from gaming the system.[62]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[63]
- Server messages appear for players in the vicinity of these dynamic events.[64]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[58]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[58] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[65]
- Monster coins only allow a character to participate in events on their own server.[66]
- NPC hate lists do not affect monster coin events.[58]
Los Antiguos are not going to be part of the monster coin system.[67]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[68] – Steven Sharif
Tareas
Narrative quests
Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[8]
- What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[8]
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.[69]
- 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"..[70]
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.[37]
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.[71] – Steven Sharif
Arcos argumentales
Los arcos argumentales impulsan la narrativa que se desarrolla en un servidor en concreto. Dentro de estos arcos argumentales hay puntos específicos que pueden cambiar para contar diferentes historias basadas en los parámetros del mundo.[73][74][75]
- Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[74] – Steven Sharif
- Decisiones de los jugadores y líneas de misiones personales o de clase .[73][74][76][75]
- Es posible que algunos arcos argumentales deriven en un camino más oscuro/malvado, si el personajeasí lo elige.[77]
- Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[76] – Steven Sharif
- Representación y líneas de misiones culturales.[73][74][75]
- Líneas de misiones regionales.[73][75]
- Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[78] – Steven Sharif
Algunos arcos argumentales se pueden desbloquear a través del sistema de tablón de anuncios.Para poder acceder a las misiones de los arcos argumentales será necesario cumplir ciertos requisitos.[79]
- Los alcaldes necesitan ciertos recursos.[79]
- Los edificios son necesarios dentro de un nodo.[79]
- Es necesario completar las tareas de organización social.[79]
#REDIRECT MediaWiki:Story arc quests/es
Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[80]
- La posibilidad de volver a intentar una misión fallida depende de la progresión del nodo.[80]
- Las misiones que implican a ciudadanos de diferentes nodos se desbloquean en función de las allianzas así como otras relaciones entre nodos y su progresión.[81]
- Las misiones pueden variar en función de la fase actual de los nodos cercanos, la influencia de la estación, y de eventos como jefes de mundo.[82]
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[80] – Steven Sharif
Epic/legendary quests
Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[7] Estas misiones desbloquearán contenido bloqueado.[83]
Historia en el servidor
El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[85][86]
- We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[86] – Jeffrey Bard
- Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[87]
Daily quests
Daily quests will not be prevalent in Ashes of Creation.[88][89]
- We don't really have dailies.[88] – Steven Sharif
- There will not be an obligation to login each day.[89][90]
- Will likely not be RNG based.[89]
- Focused around how changes in the world relate to a player's opportunities.[89]
- Location matters due to the lack of fast travel.[89]
- I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[89] – Steven Sharif
Grindeo
La repetición no será parte de la progresión en Ashes of Creation.[91]
- No habrá misiones de "grindeo".[91]
- No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[92]
- La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[91]
Misiones raciales
Varias misiones se basarán en la raza de un personaje.[93]
Distintas misiones podrían estar relacionadas con el principal contribuyente cultural de un nodo. Esto no bloqueará contenido, sino que añadirá sazón a las misiones.[93]
Es posible que hayan distintas versiones de la misión que existe para razas específicas; e incluso si se comparte una misión para eliminar un jefe, si tú eres humano y yo soy un elfo, yo podría tener un arco de misión que me lleva en una dirección distinta del tuyo, aunque hayamos tomado la misma misión. Y dependiendo de quién sea el principal contribuyente cultural del nodo, se abrirán nuevos arcos para las culturas que compartan raza con estos contribuyentes. No es que queramos bloquear contenido, sino que queremos darle más sabor a las misiones para que no sean todas iguales.[93] – Steven Sharif
La raza importa porque las distintas narrativas del juego se ven influenciadas por la cultura de los principales contribuyentes de un nodo... Si eres un Niküa y te encuentras en un nodo predominantemente Niküa, tendrás acceso a ciertos servicios o habilidades que los miembros de las otras razas no. Ellos podrían tener misiones alternativas, pero no específicas para su raza. Las misiones específicas de los Niküa estarán relacionadas a la meta-narrativa presente en el mundo y ellos podrán dirigir parte de esa narrativa. Esto será beneficioso para su raza, porque podrán desbloquear cierto contenido al cual las demás razas no tendrán acceso aún. Así que hay un fuerte incentivo de progresión por esa línea.[94] – Steven Sharif
Las misiones específicas para razas, títulos, o gremios probablemente no sean más del 10% de las misiones totales. El otro 90% estarán disponibles para todos.[95]
NPC races
- NPCs will react differently to different character races.[93]
- Idiomas will be distinct between NPC races and in the lore.[96]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[97]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[97] – Steven Sharif
Misiones específicas de clase
Habrá misiones específicas de clase en Ashes of Creation.[98]
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[98] – Steven Sharif
- Estas misiones se verán influenciadas por la progresión de clase del jugador a través de su elección de arquetipo primario y secundario.[98]
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[99] – Steven Sharif
Voces de PNJs
Los PNJs tendrán locuciones de saludos narradas.[100][101]
- Actualmente no está previsto que las misiones sean narradas.[100]
- Añadir locuciones al juego más adelante es un cambio bastante cosmético.[100]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[100] – Steven Sharif
Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[102] – Steven Sharif
#REDIRECT MediaWiki:System driven caravans/es
Las caravanas basadas en misiones son utilizas para rutas comerciales entre nodos. Estas caravanas son "manejadas" por el sistema[103]
- Estas son iniciadas por jugadores con una elección de rutas y periodos de tiempo variables, dificultando la aparición de "zergs".[104]
- Iniciar una caravana de un nodo a otro creará un objetivo PvP que los jugadores deberán defender mientras avanza por la ruta elegida hasta el destino seleccionado.[2]
- Las estadísticas y capacidades de las caravanas de los nodos escalan con el avance de nodo.
- Las carreteras mejorarán a medida que avancen los nodos. Las diferentes carreteras dictarán la velocidad y el tipo de caravana requerida (fuera de la carretera vs dentro de la carretera).[105]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[104] – Steven Sharif
Caravanas consistoriales
Las caravanas consistoriales son activadas por los alcaldes.[106]
- Establecen rutas comerciales con otros nodos.[106]
- Se pueden obtener recursos haciendo misiones de caravana .[106]
Misiones de los alcaldes
Los alcaldes pueden iniciar un sistema de misiones en el que los no ciudadanos puedan participar. El alcalde puede usar una parte de la tesorería o de los bienes del nodo como recompensa por completar la misión. Los jugadores podrán interactuar con el nodo para ver las misiones que hay disponibles para ellos.[107]
- Estas misiones se pueden emplear para traer materiales que ayuden a combatir la atrofia de los nodos.[107]
Escort quests
Escort quests will require different movement speeds based on the challenges being faced.[108]
There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[108] – Steven Sharif
Quests and reputation
Acciones como participar en la construcción de los nodos, pueden implicar que el personaje gane reputación en el nodo positiva. Acciones como fallar determinadas misiones, pueden desembocar en obtener mala reputación. Esta reputación se gana o se puerde a nivel de nodo.[108]
- Algunos PNJs pueden reaccionar de forma diferente en función de la reputación del personaje.[109][108][110]
- Esto puede implicar precios más altos (para productos o servicios vendidos en el nodo).[108]
- Los guardias PNJs matarán a los jugadores corruptos que vean.[111]
- Los PNJs añadiran a los jugadores a su "lista negra" si ese jugador cura, bufa o asiste de cualquier forma a un jugador que ya tenga en su "lista negra".[112]
- Una reputación negativa puede abrir líneas de misiones en las que el lado más oscuro y sórdido del mundo pueda estar interesado.[108]
- Una excesiva reputación negativa puede provocar que un personaje sea marcado como "enemigo del estado" de un nodo.[108]
- Los alcaldes también pueden declarar a ciudadanos extranjeros de otros nodos como enemigos del estado.[113][114]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[108] – Steven Sharif
Soloable quests
Collection quests
There will be collection quests.[115]
Quest givers
- Quest giver NPCs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks. Quest givers are identified by a green shimmer on their nameplates.[6]
- Not every quest/quest-giver will originate from within a node.[117]
- Quest giver NPCs cannot be killed by players.[118][119]
- When there is an ability to kill a NPC, there should be a good reason for killing that NPC; and denying content to other players is not necessarily a good reason. So, the quest givers themselves are not killable.[118] – Steven Sharif
Quest markers
There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[120]
- There will be subtle ways that players will acquire knowledge that something is to be done in an area.[120]
Quest sponsorship
Players can sponsor quests on a bulletin board.[121]
Removing player corruption
The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[123][124]
- Dying removes a significant portion of a player's corruption score.[125]
- Gaining experience will also slowly reduce a player's corruption score.[126][127][123]
- Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[126] – Steven Sharif
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[128][125]
- Corruption duration is reduced in military nodes.[130]
Adaptive content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[132][133]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[131][134]
- Aparecerán Edificios adicionales.[131]
- Aparecerán Enemigos adicionales.[131]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[131][134]
- La población cambiará.[134]
- La dificultad del contenido cambiará.[134]
- El contenido puede ser completamente diferente.[134]
- Ganchos de misiones diferentes.[131]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[8]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[135]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[136][137]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[8]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[8]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[56]
- 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.[138]
- 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.[8]
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.[139][140][141]
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
Robo
No habrá una mecánica de robo en Ashes of Creation en lo que respecta a los jugadores vivos.[142][143]
- Puede que haya acciones relacionadas con misiones que impliquen algún tipo de robo, pero no de objetos reales del inventario, de un jugador, en las que el jugador sea identificado como el objetivo de la misión mediante un título o algún otro medio.[142][144]
That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[144] – Steven Sharif
- Los jugadores no podrán ser robados mientras ocupen su puesto de jugador dentro de los límites de un nodo.[145]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[143] – Steven Sharif
Lore
Hay diferentes partes del Lore en Ashes of Creation.[75]
Estos arcos narrativos conducen a uno o más arcos de misiones.[75]
- Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[149]
We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[150] – Steven Sharif
It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[151] – Jeffrey Bard
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Referencias
- ↑ Vídeo, 2020-05-31 (6:25).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑ Vídeo, 2023-01-27 (9:43).
- ↑ Transmisión en vivo, 2023-02-24 (42:20).
- ↑ 5.0 5.1 Vídeo, 2024-02-29 (2:19).
- ↑ 6.0 6.1 6.2 Vídeo, 2020-05-31 (5:25).
- ↑ 7.0 7.1 Transmisión en vivo, 2017-05-15 (20:58).
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 MMOGames interview, January 2017
- ↑ Transmisión en vivo, 2021-09-24 (1:22:01).
- ↑ 10.0 10.1 Vídeo, 2024-02-29 (13:11).
- ↑ Transmisión en vivo, 2024-02-29 (54:42).
- ↑ Transmisión en vivo, 2024-02-29 (51:51).
- ↑ 13.0 13.1 13.2 Transmisión en vivo, 2024-03-29 (2:34:43).
- ↑ Transmisión en vivo, 2024-03-29 (2:37:02).
- ↑ Transmisión en vivo, 2024-02-29 (53:58).
- ↑ 16.0 16.1 Transmisión en vivo, 2023-04-07 (1:10:08).
- ↑ 17.0 17.1 Blog: Creative Director's Letter, October 16 2020
- ↑ 19.0 19.1 Transmisión en vivo, 2023-02-24 (37:11).
- ↑ 20.0 20.1 Transmisión en vivo, 2024-02-29 (1:24:31).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Transmisión en vivo, 2021-04-30 (41:18).
- ↑ Transmisión en vivo, 2021-03-26 (42:28).
- ↑ Entrevista, 2021-02-07 (35:30).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 25.2 Transmisión en vivo, 2021-03-26 (39:08).
- ↑ Pódcast, 2021-04-11 (49:40).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ Vídeo, 2021-04-30 (13:02).
- ↑ 29.00 29.01 29.02 29.03 29.04 29.05 29.06 29.07 29.08 29.09 29.10 29.11 Types of Events on Verra.
- ↑ Transmisión en vivo, 2021-03-26 (23:33).
- ↑ 31.0 31.1 31.2 31.3 Pódcast, 2021-04-11 (23:36).
- ↑ 32.0 32.1 Transmisión en vivo, 2017-05-03 (46:18).
- ↑ 33.0 33.1 33.2 Vídeo, 2023-09-29 (2:59).
- ↑ 34.0 34.1 34.2 Transmisión en vivo, 2023-04-07 (37:56).
- ↑ 35.0 35.1 35.2 35.3
- ↑ Transmisión en vivo, 2022-04-29 (44:13).
- ↑ 37.0 37.1 37.2 37.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmisión en vivo, 2022-04-29 (32:29).
- ↑ Transmisión en vivo, 2020-06-26 (1:29:06).
- ↑ Our immersive world - Environments.
- ↑ Transmisión en vivo, 2017-05-08 (20:27).
- ↑ 42.0 42.1 42.2 42.3 Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ Transmisión en vivo, 2021-03-26 (50:03).
- ↑ Transmisión en vivo, 2020-11-08 (12:47).
- ↑ Vídeo, 2023-09-29 (9:40).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2023-09-29 (42:55).
- ↑ Transmisión en vivo, 2023-09-29 (43:47).
- ↑
- ↑ Pódcast, 2021-04-11 (54:35).
- ↑
- ↑ Transmisión en vivo, 2022-04-29 (36:51).
- ↑ Transmisión en vivo, 2017-05-10 (40:36).
- ↑ Vídeo, 2023-10-31 (34:12).
- ↑ 54.0 54.1 54.2 54.3 Transmisión en vivo, 2022-04-29 (39:00).
- ↑ 55.0 55.1
- ↑ 56.0 56.1 56.2 56.3 Transmisión en vivo, 2022-04-29 (40:21).
- ↑ Transmisión en vivo, 2022-04-29 (41:30).
- ↑ 58.0 58.1 58.2 58.3 Transmisión en vivo, 2022-07-29 (1:20:24).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Transmisión en vivo, 2023-06-30 (1:50:52).
- ↑ 62.0 62.1
- ↑ Transmisión en vivo, 2017-05-26 (22:19).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Transmisión en vivo, 2021-06-25 (1:36:05).
- ↑ Pódcast, 2020-11-15 (47:12).
- ↑ Pódcast, 2020-11-15 (51:22).
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ Transmisión en vivo, 2019-12-17 (1:10:30).
- ↑ Transmisión en vivo, 2017-05-22 (28:02).
- ↑ Forums - Dev Discussion #49 - Lore Characters.
- ↑ 73.0 73.1 73.2 73.3 73.4 Transmisión en vivo, 2022-04-29 (1:05:37).
- ↑ 74.0 74.1 74.2 74.3 74.4 Transmisión en vivo, 2022-03-31 (1:15:29).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 75.8 75.9 Transmisión en vivo, 2018-01-18 (39:08).
- ↑ 76.0 76.1 Transmisión en vivo, 2019-05-30 (1:18:16).
- ↑ Transmisión en vivo, 2017-05-26 (15:37).
- ↑ 78.0 78.1 Vídeo, 2018-04-05 (35:01).
- ↑ 79.0 79.1 79.2 79.3 Transmisión en vivo, 2017-10-31 (29:50).
- ↑ 80.0 80.1 80.2 Entrevista, 2018-10-20 (2:36:25).
- ↑ Transmisión en vivo, 2020-07-25 (1:50:20).
- ↑ Transmisión en vivo, 2021-03-26 (1:12:51).
- ↑ Transmisión en vivo, 2017-05-08 (50:32).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 86.0 86.1 Entrevista, 2018-04-20 (9:20).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ 88.0 88.1
- ↑ 89.0 89.1 89.2 89.3 89.4 89.5 Entrevista, 2018-08-17 (23:47).
- ↑ Transmisión en vivo, 2017-05-30 (9:34).
- ↑ 91.0 91.1 91.2 Transmisión en vivo, 2017-05-15 (26:13).
- ↑ Entrevista, 2018-08-24 (4:15).
- ↑ 93.0 93.1 93.2 93.3 93.4 Pódcast, 2018-04-23 (29:56).
- ↑ Entrevista, 2018-05-11 (1:00:19).
- ↑ Transmisión en vivo, 2019-07-26 (1:13:23).
- ↑ Transmisión en vivo, 2022-03-31 (4:57).
- ↑ 97.0 97.1 Entrevista, 2023-07-09 (1:35:28).
- ↑ 98.0 98.1 98.2 Pódcast, 2021-04-11 (44:29).
- ↑ Pódcast, 2021-04-11 (46:10).
- ↑ 100.0 100.1 100.2 100.3 Entrevista, 2018-10-20 (2:22:09).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (25:12).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (24:14).
- ↑ Transmisión en vivo, 2017-07-28 (19:43).
- ↑ 104.0 104.1
- ↑ Transmisión en vivo, 2018-02-09 (45:48).
- ↑ 106.0 106.1 106.2 106.3 Vídeo, 2019-07-15 (2:12).
- ↑ 107.0 107.1 Entrevista, 2020-07-08 (1:04:05).
- ↑ 108.0 108.1 108.2 108.3 108.4 108.5 108.6 108.7 Transmisión en vivo, 2021-12-23 (1:26:36).
- ↑ Transmisión en vivo, 2023-02-24 (1:22:04).
- ↑
- ↑ Transmisión en vivo, 2020-02-28 (1:14:38).
- ↑ Transmisión en vivo, 2017-11-17 (29:45).
- ↑ City hall.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (48:48).
- ↑ Vídeo, 2024-02-29 (9:21).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 118.0 118.1 Transmisión en vivo, 2024-02-29 (53:17).
- ↑ Entrevista, 2023-07-09 (1:32:45).
- ↑ 120.0 120.1 Transmisión en vivo, 2017-05-22 (52:39).
- ↑ Transmisión en vivo, 2017-10-31 (30:34).
- ↑ Transmisión en vivo, 2018-07-09 (20:41).
- ↑ 123.0 123.1 Entrevista, 2020-07-18 (44:35).
- ↑ Entrevista, 2017-04-27 (0:17).
- ↑ 125.0 125.1 Entrevista, 2020-07-19 (30:51).
- ↑ 126.0 126.1 Transmisión en vivo, 2023-04-28 (1:27:18).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-06-04 (2:18).
- ↑
- ↑ 131.0 131.1 131.2 131.3 131.4 131.5 131.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 134.0 134.1 134.2 134.3 134.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmisión en vivo, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 142.0 142.1 Entrevista, 2021-02-07 (16:05).
- ↑ 143.0 143.1 Pódcast, 2017-05-05 (43:05).
- ↑ 144.0 144.1 Entrevista, 2021-02-07 (19:00).
- ↑ Transmisión en vivo, 2017-10-16 (59:39).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (15:37).
- ↑ Vídeo, 2018-04-05 (37:50).
- ↑ Vídeo, 2018-04-05 (37:13).