Karawanen-Typen
Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[2][3]
Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[3] – Jeffrey Bard
Karawanen
Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[5]
- Die Karawanen sind für den Transport von persönlichen Gütern und Aufträge, sowie von Vorräten für Gildenburgen und Knotenpunkten bestimmt.[7]
- Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[8]
- Karawanen können Güter von mehreren Spielern transportieren.[9]
- Das PvP-Markierungssystem gilt nicht für Karawanen.[10]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Bürgermeister to obtain needed resources from other nodes.[11][12][3]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[12][3][13]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[12][3]
- Players can participate in helping to defend the caravan if they wish.[12]
- Trade caravans can initiate world events.[11]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[12] – Steven Sharif
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[12][3][2]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[14]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[5]
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[15]
- 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.[14] – Steven Sharif
Personal caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[18][19][20][21][22][2]
- Personal caravans are prepared and launched from caravansary buildings at Dorf (Stufe 3) or higher nodes.[23][24]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[22][26]
- Komponenten für Karawanen modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[19][22]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[22]
- Players will be able to apply caravan skins to change the default appearance.[22]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[27]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[27]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[27]
Storage
Lagerpunkte gibt es in Lagerhäusern innerhalb von Nodes und in Truhen die in Grundbesitz und statischen in-node Häusern plaziert werden können.[32][33]
Caravan inventory
Inventar capacity has quantity (stacking) limits based on the type of item.[36][37] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[38][39]
- A player's inventory has sections for different types of items.[40] Quest items for example will not fill a player's regular inventory capacity.[41]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[42][35][43][44][45]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[42][46]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[43] – Steven Sharif
- Gegenstände are placed into the most suitable inventory slots by default.[34]
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[34] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[47]
- Completed item inventory slots are not space constrained (by the tetris system).[43]
- Completed items, such as gear are also not subject to weight limits.[47]
- Gear loadouts can be swapped using a hotkey when out of combat.[47][48][49]
- Inventory capacity will be relatively limited for new characters.[41] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[50][43][36]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[43] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[36]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[36] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[51]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[51] – Steven Sharif
- Inventories will be able to be sorted.[35]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[42] – Steven Sharif
- Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[52]
- Inventar expansion and weight management training certificates are available in the Galleria at Großstadt stage economic nodes.[41][53]
Siehe auch
Einzelnachweise
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 2.0 2.1 2.2 2.3 2.4 Liveübertragung, 2017-07-28 (19:43).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Video, 2019-07-15 (2:12).
- ↑ Liveübertragung, 2020-05-29 (1:03:35).
- ↑ 5.0 5.1 5.2 About Ashes of Creation.
- ↑ Video, 2019-07-16 (0:00).
- ↑ Liveübertragung, 2017-05-15 (45:20).
- ↑ Interview, 2017-01-20 (4:19).
- ↑ Interview, 2018-05-11 (28:21).
- ↑
- ↑ 11.0 11.1 Video, 2023-09-29 (2:59).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Liveübertragung, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ 14.0 14.1
- ↑ Liveübertragung, 2018-02-09 (45:48).
- ↑ 16.0 16.1 Video, 2023-10-31 (20:17).
- ↑ Video, 2023-10-31 (17:20).
- ↑ Video, 2023-10-31 (13:32).
- ↑ 19.0 19.1 Video, 2023-10-31 (10:13).
- ↑ Video, 2023-10-31 (1:52).
- ↑
- ↑ 22.0 22.1 22.2 22.3 22.4 Liveübertragung, 2020-04-30 (58:05).
- ↑ Liveübertragung, 2022-08-26 (1:20:17).
- ↑ Liveübertragung, 2022-07-29 (3:21).
- ↑ Video, 2023-10-31 (16:25).
- ↑ Liveübertragung, 2018-04-8 (AM) (15:46).
- ↑ 27.0 27.1 27.2 Liveübertragung, 2023-10-31 (1:27:50).
- ↑ Liveübertragung, 2020-07-25 (55:32).
- ↑ Liveübertragung, 2023-10-31 (1:30:52).
- ↑ Liveübertragung, 2023-04-28 (1:21:29).
- ↑ Liveübertragung, 2020-05-29 (41:45).
- ↑ Interview, 2018-12-06 (20:30).
- ↑ Video, 2020-05-31 (47:32).
- ↑ 34.0 34.1 34.2 Video, 2023-11-30 (30:19).
- ↑ 35.0 35.1 35.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 36.0 36.1 36.2 36.3 Liveübertragung, 2023-02-24 (54:55).
- ↑ Liveübertragung, 2020-05-29 (1:27:18).
- ↑ Video, 2023-11-30 (13:38).
- ↑
- ↑ Liveübertragung, 2023-02-24 (22:57).
- ↑ 41.0 41.1 41.2 Liveübertragung, 2020-07-25 (1:14:13).
- ↑ 42.0 42.1 42.2 Liveübertragung, 2023-11-30 (1:29:18).
- ↑ 43.0 43.1 43.2 43.3 43.4 Liveübertragung, 2023-06-30 (1:24:42).
- ↑ Liveübertragung, 2023-06-30 (46:17).
- ↑ Video, 2023-06-30 (8:54).
- ↑ Podcast, 2023-07-15 (22:57).
- ↑ 47.0 47.1 47.2 Interview, 2023-09-10 (47:13).
- ↑ Liveübertragung, 2023-02-24 (46:15).
- ↑ Liveübertragung, 2021-11-19 (40:53).
- ↑ Liveübertragung, 2023-11-30 (1:34:08).
- ↑ 51.0 51.1 Liveübertragung, 2022-07-29 (1:17:33).
- ↑ Liveübertragung, 2017-07-18 (44:57).
- ↑ Know Your Nodes: Economic Node Type.