Klima

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Version vom 5. August 2020, 02:02 Uhr von Wikiadmin (Diskussion | Beiträge) (Text replacement - "Day/night cycle" to "Day and night cycle")

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Einige Gebiete (Biome) haben ein beständiges Klima, andere ein wechselndes.[2]

  • Wetterbedingungen verändern sich mit den Jahreszeiten.[2][3]Jeffrey Bard
  • Es wird dynamisches Wetter geben, welches auch in der Intensität variiert.[4]
    • Zum Beispiel: Nieselregen zu/von Sturm, oder Schneesturm zu/von Schnee.

Jahreszeiten

Ashes of Creation Jahreszeiten in the Riverlands.[5]

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.[6]Steven Sharif

Jahreszeiten affect different zones (environments/biomes) based on their location in the world.[7][8]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[8]Steven Sharif
  • Different seasons may affect access to various roads.[11][12][8]
    • Pathways that are open during summer may be closed during winter.[8]
    • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[11][12][15]
    • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[8]
      • Ice will make roads bumpy and slippery.[16]
    • Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[17]

Elemente

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[18][19][19][20][21][22]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[27]
We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[26]Steven Sharif

Tag-/Nacht-Zyklus

Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[29]

  • Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[30]
  • NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[29]
  • Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[29]

Fünfzehn Minuten können im Spiel eine Stunde sein.[31]

Dunkelheit

Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[32]

Dunkelheit, als ein umweltbedingtes Hindernis, wird als ein Teil der Spielmechanik angesehen.[33]

Wie sehr wir das vertiefen, hängt davon ab, wie viel Spaß es tatsächlich macht; wir sind noch dabei, das herauszufinden. Sofern wir ein paar interessante Mechaniken finden, und es nicht frustrierender als spaßig ist, solltest du auf jeden Fall deine eigene Fackel mitbringen.

Tides

Waves on a beach by Michael Bacon.[34]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[35]

Siehe auch

Einzelnachweise