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Mapa del mundo

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Revisión del 02:21 29 nov 2017 de Lex (discusión | contribs.) (Text replacement - "f8SpiG0Ulbg" to "1duIKUf8gVs")

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The world of Verra features an in game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[1] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[2]

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.[2]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map. This includes Mazmorras, Incursiones and Cities.

These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[3]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[4]

Corrupción

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Pueblo), and will only be granted to players who have the Bounty hunter title.[5]

Taberna are one of the locations that bounties will be posted. As players gain corruption taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI on the world map.

Mapas de batalla

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 mapas de batalla permiten a los jugadores trazar estrategias, obtener bonificaciones en los ataques planeados y ver los planos de los lugares que se pueden atacar. Ya sea atacando un nodo o un castillo, los jugadores podrán descubrir las defensas, analizar los posibles puntos débiles y obtener ventajas tácticas antes de que comience la batalla.[6]

  • Es posible que los mapas de batalla no estén disponibles en las tabernas de menor nivel o tamaño..
  • Los mapas de batalla no están actualmente en la hoja de ruta oficial para el lanzamiento.[7]

Uso

Los mapas de batalla ofrecen un mapa de mando interactivo en lugar del mapa del mundo estándar. Se accedería al sistema a través del ayuntamiento o centro de planificación de batallas. Los mapas de batalla funcionan de forma similar a un tablero de Risk, con el mapa de asedio de nodos dispuesto con piezas móviles que representarían las defensas. Las piezas móviles crearían zonas de bonificación que darían a los jugadores de asedio activos acceso a objetos o ventajas especiales. El mapa no muestra la batalla activa en ese momento: habrá que mover las piezas antes de que comience la batalla. La idea es hacer que los asedios sean más estratégicos y evitar las simples tácticas zerg.[7]

Servidores

El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[8]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[9]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[12]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[12]
  • La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[12]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[12]Steven Sharif

Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[13]

Zonas de influencia

Nodos are pre-set locations, wrapped in a zone of influence (ZOI).[14]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[15]Margaret Krohn

Todos los nodos tienen una zona de alcance geográfico predefinido llamado Zona de Influencia (ZOI). La actividad de un jugador dentro de esta ZOI se tiene en cuenta y se contabiliza para el desarrollo y avance de ese nodo[14]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[16]Jeffrey Bard

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[14]

There is not a space where you will move in to do something and no node will get that experience.[18]Steven Sharif

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.[23][4][15]

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.[24]Steven Sharif

Climatología

Ashes of Creation Estaciones in the Riverlands.[25]

Part of the triggers that can create seasonal change is not just time related for each of our biomes, but they are also indicated by events that occur on the server. Whether that be certain raid bosses forming, or a relic being acquired by a particular node and being activated to change potentially the weather out of a winter state into a spring state: and the reason why a node might have interest in doing that of course is because weather and the seasons also affect skills and abilities.[26]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[25][27][28]

During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[30]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[25][31]
    • Por ejemplo: De llovizna a tormenta, o de ventisca a nieve.
There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[33]Steven Sharif
They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[26]Steven Sharif

Ver además

Referencias

  1. Zinnie Gaming Q&A, 22 May 2017 (22:54).
  2. 2.0 2.1 The mighty beard!
  3. MMOGames interview, January 2017
  4. 4.0 4.1 Livestream, 15 May 2017 (30:53). Error en la cita: Etiqueta <ref> no válida; el nombre «livestream-15-May-2017-30:53» está definido varias veces con contenidos diferentes
  5. Cryy Ashes of Creation Q&A, 20 January 2017 (06:12).
  6. The mighty beard!
  7. 7.0 7.1 Transmisión en vivo, 2017-10-31 (33:28).
  8. Transmisión en vivo, 2017-05-19 (37:03).
  9. roshen servers.png
  10. Official Livestream - May 4th @ 3 PM PST - Q&A
  11. Transmisión en vivo, 2023-01-27 (4:18).
  12. 12.0 12.1 12.2 12.3 Transmisión en vivo, 2018-09-27 (48:13).
  13. 13.0 13.1 Transmisión en vivo, 2021-11-19 (52:35).
  14. 14.0 14.1 14.2 Node series part I
  15. 15.0 15.1 Blog - Know Your Nodes - The Basics.
  16. Entrevista, 2018-04-20 (7:22).
  17. Ashes of Creation FAQ.
  18. 18.0 18.1 Transmisión en vivo, 2018-07-09 (39:32).
  19. Transmisión en vivo, 2019-03-29 (58:14).
  20. Transmisión en vivo, 2019-03-29 (29:17).
  21. Transmisión en vivo, 2017-05-05 (37:52).
  22. Entrevista, 2018-05-11 (55:16).
  23. Entrevista, 2020-07-19 (19:35).
  24. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Vídeo, 2022-05-27 (2:21).
  26. 26.0 26.1 Vídeo, 2022-05-27 (9:34).
  27. Transmisión en vivo, 2017-07-18 (36:47).
  28. Transmisión en vivo, 2017-06-01 (29:33).
  29. Pódcast, 2021-04-11 (23:36).
  30. 30.0 30.1 Transmisión en vivo, 2022-02-25 (1:05:37).
  31. Transmisión en vivo, 2017-07-28 (41:25).
  32. 32.0 32.1 32.2 32.3 Transmisión en vivo, 2022-05-27 (1:14:46).
  33. 33.0 33.1 Transmisión en vivo, 2020-09-30 (1:04:56).