Misiones

De Ashes of Creation Wiki
Revisión del 00:54 22 jul 2021 de Lex (discusión | contribs.) (Move text to template)

Ir a la navegación Ir a la búsqueda
Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Alpha-2 quest journal user interface early preview.[3]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4]Colby Marchi

Misiones in Ashes of Creation are divided into three main categories: Events, Commissions, and Misiones de la historia.[5][6][7][8]

  • 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]
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
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

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Quest Type Location Quest giver Steps XP Currency
A Feast of Flowers Quest Agricultural supplies Master Forager 1 0
A Mountain Hike Quest Winstead Sir Jansen 7 5,200
A New World Quest Zona de inicio del Alpha-1 Given by default 1 10
A Place Like No Other Quest Zona de inicio del Alpha-1 Sergeant Landry 2 1,700
A Sodden Scholar Side quest Titan's Ring Luna, Alchemist of the Academy
Aiding the Order Quest Zona de inicio del Alpha-1 Jhal 2 350
Arrows to the Corporal Quest Zona de inicio del Alpha-1 Lieutenant Griori 3 10
Banned of Brother Side quest Near Miraleth Meni, Exiled Berserker 1 300 5
Becoming Skilled Quest Zona de inicio del Alpha-1 Lieutenant Griori 2 10
Breach Bark And Bite Commission Miraleth
Cave Survey Quest Zona de inicio del Alpha-1 Corporal Cuhlum 4 4,000
Crafting a Sword Quest Zona de inicio del Alpha-1 Blacksmith 8 3,000
Crafting a Wand Quest Zona de inicio del Alpha-1 Blacksmith 8 3,000
Finding a Foothold Quest Zona de inicio del Alpha-1 Given by default 3 65
Gather Nightbloom Quest Zona de inicio del Alpha-1 Eswyn 6 4,000
Half the Battle Story arc quest Remains of Oakenbane Keep 2 1800 550
Hidden Inferno Quest Zona de inicio del Alpha-1 Lieutenant Griori 10 18,600
Honoring Ancestors Quest Zona de inicio del Alpha-1 Attendant Wynden 3 3,000
Lesson One: Zoology Quest Zona de inicio del Alpha-1 Scholar Rhea 7 2,400
Lesson Two: Botany Quest Zona de inicio del Alpha-1 Scholar Rhea 5 2,400
Lord's quest Quest Aldea (fase 3) or higher node
Magical Ice Quest Zona de inicio del Alpha-1 Olexia Fobrasna 4 18,600
Meet the Headmaster Quest Zona de inicio del Alpha-1 Lieutenant Griori 1 1,700
Narrative: A Burden to Bear, part I Quest Winstead Mysterious Corpse 2 7,700
Narrative: A Burden to Bear, part II Quest Na'ala Changeling Girl 4 7,700
Poison Parasols Quest Titan's Ring Luna, Alchemist of the Academy 1 300 5
Ponder Spire Pond Commission Miraleth
Prepare to Craft Quest Zona de inicio del Alpha-1 Blacksmith 2 10
Recover Stolen Supplies Commission Miraleth
Rest Well, Furry Friend Commission Miraleth
Rubblemaking Commission Miraleth
Scatter the Horde Commission Miraleth 800 15
Seeping Poison Quest Zona de inicio del Alpha-1 Headmaster Varus 3 18,600
Snuff the Ritual Fires Commission Miraleth
Tale of a Totem Story arc quest The Tower of Carphin 8 4000
Talking Shop Quest Zona de inicio del Alpha-1 Merchant 2 10
Task: Perimeter Patrols Quest Zona de inicio del Alpha-1 Lieutenant Griori 4 1,700
Task: Predator or Prey? Quest Zona de inicio del Alpha-1 Lieutenant Griori 2 1,700
The Apparition Quest Zona de inicio del Alpha-1 Location based 10 18,600
The Final Lesson Quest Zona de inicio del Alpha-1 Scholar Lodi 9 3,000
The Laws of Blood and Kith Side quest Titan's Ring Maho, Streamweaver 1 300 5
The Oakenbane Overlook Commission Miraleth 1,500 50
The Ruins of Thanalas Quest Story arc quest The Ruins of Thanalas Splint 4
The Warrior's Prayer Quest Zona de inicio del Alpha-1 Attendant Wynden 5 3,000
They Deserved Better Story arc quest Remains of Oakenbane Keep 3 225 10508
We Rise after Felling Artisan certification quest Woodshops Master Woodcutter 1 0

List of quest givers

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Alpha-2 work-in-progress quest dialog designed by Colby Marchi.[19]

When you're servicing multiple dialogue trees that have many different options, this approach is really conducive to keeping those options front-and-center to the player: letting them see that and navigating through the dialogue tree with a very easy to interact with quest window.[19]Steven Sharif

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
info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Item Icon Item type Rarity Level requirement Set
Crude Sickle Blade CrudeHerbalismSickleIcon.png Reagent
Crude Sickle Handle CrudeHerbalismSickleIcon.png Reagent
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Minotaur Pigment Minotaur Pigment Icon.png Pigment Rare
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15

Alpha-1 PvE content

Contenido PvE o JcE (Jugador contra Entorno) en Alpha-1:

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

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[29]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[30]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[31]Steven Sharif

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
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]
  • There may be one-off events.[37]

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]

Monster coin events

Monster coin concept art.[29]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[58]Steven Sharif

Pre-alpha monster coin system.[59]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[60]

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

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

Template:Tasks

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]

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

Depiction of Laria Lemonte, an important character in Ashes of Creation lore.[72]

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
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
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
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.

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]

#REDIRECT MediaWiki:Story arc quests/es

Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[80]

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]

Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[84]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[86]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[87]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[90][91]

  • Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[90]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[91]

Un arma legendaria se distingue facilmente por su estética visual.[87]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[87]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[92]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[92]Steven Sharif

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.

El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[94]

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[96][97]

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.[97]Jeffrey Bard
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.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[98]

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[99][100]

We don't really have dailies.[99]Steven Sharif
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.[100]Steven Sharif

Grindeo

La repetición no será parte de la progresión en Ashes of Creation.[102]

  • No habrá misiones de "grindeo".[102]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[103]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[102]

Misiones raciales

Varias misiones se basarán en la raza de un personaje.[104]

Distintas misiones podrían estar relacionadas con el principal contribuyente cultural de un nodo. Esto no bloqueará contenido, sino que añadirá sazón a las misiones.[104]

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.[104]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.[105]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.[106]

NPC race

Template:NPC race

Misiones específicas de clase

Habrá misiones específicas de clase en Ashes of Creation.[107]

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.'[107]Steven Sharif

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.[108]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[109]

  • Estas son iniciadas por jugadores con una elección de rutas y periodos de tiempo variables, dificultando la aparición de "zergs".[110]
  • 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).[111]

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.[110]Steven Sharif

Caravanas consistoriales

Las caravanas consistoriales son activadas por los alcaldes.[112]

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.[113]

Soloable quests

Template:Soloable quests

Collection quests

There will be collection quests.[114]

Quest givers

Maho, Streamweaver quest giver outside of the Miraleth node in Alpha-2.[115]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[6]Steven Sharif

  • 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.[116]
  • Quest giver NPCs cannot be killed by players.[117][118]
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.[117]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.[119]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[119]

Quest sponsorship

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.

Players can sponsor quests on a bulletin board.[120]

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[122][123]

  • Dying removes a significant portion of a player's corruption score.[124]
  • Gaining experience will also slowly reduce a player's corruption score.[125][126][122]
    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.[125]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.[127][124]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[128]
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.

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[130]

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.[130]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[131][132]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[130][133]

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.[137][138][139]

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.[140][141]

  • 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.[140][142]

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.[142]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[141]Steven Sharif

Lore

Ashes of Creation logo.[144]

Ashes of Creation es una referencia directa a la historia. Sin revelar demasiado, el fénix será un símbolo persistente a lo largo de la primera fase de la historia, y el mundo que habitarán los jugadores es un mundo perdido hace mucho tiempo que ha sufrido una calamidad devastadora.[145]Jeffrey Bard

El Fénix es el avatar celestial de la Diosa de la creación. Su sacrificio protegió a la gente de Verra durante el apocalipsis.[146]Steven Sharif

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.[147]

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.[148]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.[149]Jeffrey Bard

Imágenes

Ver además

Referencias

  1. Vídeo, 2020-05-31 (6:25).
  2. 2.0 2.1 About Ashes of Creation.
  3. Vídeo, 2023-01-27 (9:43).
  4. Transmisión en vivo, 2023-02-24 (42:20).
  5. 5.0 5.1 Vídeo, 2024-02-29 (2:19).
  6. 6.0 6.1 6.2 Vídeo, 2020-05-31 (5:25).
  7. 7.0 7.1 Transmisión en vivo, 2017-05-15 (20:58).
  8. 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
  9. Transmisión en vivo, 2021-09-24 (1:22:01).
  10. 10.0 10.1 Vídeo, 2024-02-29 (13:11).
  11. Transmisión en vivo, 2024-02-29 (54:42).
  12. Transmisión en vivo, 2024-02-29 (51:51).
  13. 13.0 13.1 13.2 Transmisión en vivo, 2024-03-29 (2:34:43).
  14. Transmisión en vivo, 2024-03-29 (2:37:02).
  15. Transmisión en vivo, 2024-02-29 (53:58).
  16. 16.0 16.1 Transmisión en vivo, 2023-04-07 (1:10:08).
  17. 17.0 17.1 Blog: Creative Director's Letter, October 16 2020
  18. 18.0 18.1 Newsletter, 2018-08-7
  19. 19.0 19.1 Transmisión en vivo, 2023-02-24 (37:11).
  20. 20.0 20.1 Transmisión en vivo, 2024-02-29 (1:24:31).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Transmisión en vivo, 2021-04-30 (41:18).
  22. Transmisión en vivo, 2021-03-26 (42:28).
  23. Entrevista, 2021-02-07 (35:30).
  24. 24.0 24.1 steven-siege-zone.png
  25. 25.0 25.1 25.2 Transmisión en vivo, 2021-03-26 (39:08).
  26. Pódcast, 2021-04-11 (49:40).
  27. Blog: Creative Director's Letter, April 14 2021
  28. Vídeo, 2021-04-30 (13:02).
  29. 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.
  30. Transmisión en vivo, 2021-03-26 (23:33).
  31. 31.0 31.1 31.2 31.3 Pódcast, 2021-04-11 (23:36).
  32. 32.0 32.1 Transmisión en vivo, 2017-05-03 (46:18).
  33. 33.0 33.1 33.2 Vídeo, 2023-09-29 (2:59).
  34. 34.0 34.1 34.2 Transmisión en vivo, 2023-04-07 (37:56).
  35. 35.0 35.1 35.2 35.3 kickstarter events.png
  36. Transmisión en vivo, 2022-04-29 (44:13).
  37. 37.0 37.1 37.2 37.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  38. Transmisión en vivo, 2022-04-29 (32:29).
  39. Transmisión en vivo, 2020-06-26 (1:29:06).
  40. Our immersive world - Environments.
  41. Transmisión en vivo, 2017-05-08 (20:27).
  42. 42.0 42.1 42.2 42.3 Transmisión en vivo, 2021-06-25 (1:13:30).
  43. Transmisión en vivo, 2021-03-26 (50:03).
  44. Transmisión en vivo, 2020-11-08 (12:47).
  45. Vídeo, 2023-09-29 (9:40).
  46. 46.0 46.1 46.2 Transmisión en vivo, 2023-09-29 (42:55).
  47. Transmisión en vivo, 2023-09-29 (43:47).
  48. skotty-story-arc-3.png
  49. Pódcast, 2021-04-11 (54:35).
  50. vak-map.png
  51. Transmisión en vivo, 2022-04-29 (36:51).
  52. Transmisión en vivo, 2017-05-10 (40:36).
  53. Vídeo, 2023-10-31 (34:12).
  54. 54.0 54.1 54.2 54.3 Transmisión en vivo, 2022-04-29 (39:00).
  55. 55.0 55.1 kickstarter monster coins.png
  56. 56.0 56.1 56.2 56.3 Transmisión en vivo, 2022-04-29 (40:21).
  57. Transmisión en vivo, 2022-04-29 (41:30).
  58. 58.0 58.1 58.2 58.3 Transmisión en vivo, 2022-07-29 (1:20:24).
  59. Vídeo, 2017-05-25 (0:02).
  60. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  61. Transmisión en vivo, 2023-06-30 (1:50:52).
  62. 62.0 62.1 monster event spawned.png
  63. Transmisión en vivo, 2017-05-26 (22:19).
  64. Transmisión en vivo, 2017-05-03 (36:25).
  65. Transmisión en vivo, 2017-05-03 (35:25).
  66. Transmisión en vivo, 2021-06-25 (1:36:05).
  67. Pódcast, 2020-11-15 (47:12).
  68. Pódcast, 2020-11-15 (51:22).
  69. Transmisión en vivo, 2017-05-19 (37:03).
  70. Transmisión en vivo, 2019-12-17 (1:10:30).
  71. Transmisión en vivo, 2017-05-22 (28:02).
  72. Forums - Dev Discussion #49 - Lore Characters.
  73. 73.0 73.1 73.2 73.3 73.4 Transmisión en vivo, 2022-04-29 (1:05:37).
  74. 74.0 74.1 74.2 74.3 74.4 Transmisión en vivo, 2022-03-31 (1:15:29).
  75. 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. 76.0 76.1 Transmisión en vivo, 2019-05-30 (1:18:16).
  77. Transmisión en vivo, 2017-05-26 (15:37).
  78. 78.0 78.1 Vídeo, 2018-04-05 (35:01).
  79. 79.0 79.1 79.2 79.3 Transmisión en vivo, 2017-10-31 (29:50).
  80. 80.0 80.1 80.2 Entrevista, 2018-10-20 (2:36:25).
  81. Transmisión en vivo, 2020-07-25 (1:50:20).
  82. Transmisión en vivo, 2021-03-26 (1:12:51).
  83. Transmisión en vivo, 2017-05-08 (50:32).
  84. Entrevista, 2020-07-18 (1:00:15).
  85. Entrevista, 2020-07-19 (8:43).
  86. 86.0 86.1 86.2 86.3 86.4 Entrevista, 2020-07-20 (21:57).
  87. 87.0 87.1 87.2 87.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
  88. 88.0 88.1 Transmisión en vivo, 2020-07-25 (46:08).
  89. Transmisión en vivo, 2021-03-26 (1:02:06).
  90. 90.0 90.1 Transmisión en vivo, 2022-03-31 (1:15:02).
  91. 91.0 91.1 Transmisión en vivo, 2017-05-15 (38:08).
  92. 92.0 92.1 Transmisión en vivo, 2018-07-09 (25:34).
  93. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  94. Transmisión en vivo, 2017-05-19 (44:18).
  95. Kickstarter packages.
  96. Blog: Know Your Nodes - Scientific Node Type
  97. 97.0 97.1 Entrevista, 2018-04-20 (9:20).
  98. Transmisión en vivo, 2017-05-26 (51:37).
  99. 99.0 99.1 steven-dailies.png
  100. 100.0 100.1 100.2 100.3 100.4 100.5 Entrevista, 2018-08-17 (23:47).
  101. Transmisión en vivo, 2017-05-30 (9:34).
  102. 102.0 102.1 102.2 Transmisión en vivo, 2017-05-15 (26:13).
  103. Entrevista, 2018-08-24 (4:15).
  104. 104.0 104.1 104.2 Pódcast, 2018-04-23 (29:56).
  105. Entrevista, 2018-05-11 (1:00:19).
  106. Transmisión en vivo, 2019-07-26 (1:13:23).
  107. 107.0 107.1 107.2 Pódcast, 2021-04-11 (44:29).
  108. Pódcast, 2021-04-11 (46:10).
  109. Transmisión en vivo, 2017-07-28 (19:43).
  110. 110.0 110.1 caravan zerg.png
  111. Transmisión en vivo, 2018-02-09 (45:48).
  112. 112.0 112.1 112.2 112.3 Vídeo, 2019-07-15 (2:12).
  113. 113.0 113.1 Entrevista, 2020-07-08 (1:04:05).
  114. Transmisión en vivo, 2017-05-26 (48:48).
  115. Vídeo, 2024-02-29 (9:21).
  116. Forums - Livestream Q&A 2022-08-26.
  117. 117.0 117.1 Transmisión en vivo, 2024-02-29 (53:17).
  118. Entrevista, 2023-07-09 (1:32:45).
  119. 119.0 119.1 Transmisión en vivo, 2017-05-22 (52:39).
  120. Transmisión en vivo, 2017-10-31 (30:34).
  121. Transmisión en vivo, 2018-07-09 (20:41).
  122. 122.0 122.1 Entrevista, 2020-07-18 (44:35).
  123. Entrevista, 2017-04-27 (0:17).
  124. 124.0 124.1 Entrevista, 2020-07-19 (30:51).
  125. 125.0 125.1 Transmisión en vivo, 2023-04-28 (1:27:18).
  126. CC effects do notapply to non-combatants.png
  127. steven-removing-corruption.png
  128. Transmisión en vivo, 2018-06-04 (2:18).
  129. pvp corruption duration.png
  130. 130.0 130.1 130.2 130.3 130.4 130.5 130.6 Transmisión en vivo, 2021-03-26 (50:33).
  131. Transmisión en vivo, 2021-03-26 (22:53).
  132. Transmisión en vivo, 2017-11-17 (36:22).
  133. 133.0 133.1 133.2 133.3 133.4 Transmisión en vivo, 2017-11-17 (18:29).
  134. steven-pois.png
  135. steven-dungeons.png
  136. jindrack-pois.png
  137. Entrevista, 2020-07-19 (19:35).
  138. Transmisión en vivo, 2017-05-15 (30:53).
  139. Blog - Know Your Nodes - The Basics.
  140. 140.0 140.1 Entrevista, 2021-02-07 (16:05).
  141. 141.0 141.1 Pódcast, 2017-05-05 (43:05).
  142. 142.0 142.1 Entrevista, 2021-02-07 (19:00).
  143. Transmisión en vivo, 2017-10-16 (59:39).
  144. Ashes of Creation Press Kit.
  145. Interview, 2016-12-7.
  146. steven-phoenix.png
  147. Transmisión en vivo, 2017-05-26 (15:37).
  148. Vídeo, 2018-04-05 (37:50).
  149. Vídeo, 2018-04-05 (37:13).