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[[wikipedia:NPC|NPCs]] react differently to players based on their contributions to a [[Nodes|node]].{{quote|npc_rep.jpg}}
 
[[wikipedia:NPC|NPCs]] react differently to players based on their contributions to a [[Nodes|node]].{{quote|npc_rep.jpg}}
  
NPCs will add a player to their ''hate list'' if that player heals, buffs or otherwise assists any player on their hate list.{{livestream|17 November 2007|29m45|EAG9mS0U4NQ}}
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NPCs will add a player to their ''hate list'' if that player heals, buffs or otherwise assists any player on their hate list.{{livestream|17 November 2017|29m45|EAG9mS0U4NQ}}
  
 
== Node development ==
 
== Node development ==

Version vom 15. April 2018, 16:54 Uhr

Pre-alpha Sladeborne NPC race. This was a once-beautiful race of cloud-dwelling bird people who were struck by a calamity long ago.[1]
Elite monster 3D turntable.[2]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[2]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[3]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[4]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[5]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[5]Steven Sharif
  • Not all creatures are immediately hostile to players.[6][7] Some creatures may hunt other creatures.[8]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[7]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[9]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[11]Steven Sharif
  • Named mobs will usually have a unique character appearance.[12]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[13]Steven Sharif

Ruf

NPCs react differently to players based on their contributions to a node.[19]

NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[20]

Entwicklung von Knotenpunkten

Die Architektur unterschiedlicher Völker der selben Dorf (Stufe 3) Node auf unterschiedlichen Servern. Dünir Zwerge Ästhetik (oben). Kaelar Menschen Ästhetik (unten). Alpha-1 Nicht NDA Bildschirmfoto.

Das Layout und die Architektur innerhalb des Siedlungsgebiets einer Node werden durch die einflussreichste Volk bestimmt. Eine Node der Stufe 3, bei dem die Mehrheit der Spieler Py'rai sind, wäre zum Beispiel ein Py'rai-Dorf mit Py'rai-Architektur. Die meisten NSCs wären Py'rai-Elfen und würden Questlinien innerhalb der Py'rai-Erzählung anbieten.[21]Margaret Krohn

Der Beitrag eines jeden Spieler wird mit dem entsprechenden Volk und anderen Faktoren makiert. Wenn eine Node aufsteigt, bestimmt das Volk dass am meisten beigetragen hat, den Stil und die Kultur der Node. Dieser Stil und Kulturwechsel kann bei jedem Stufenaufstieg statt finden. Wenn zum Beispiel eine Node auf Stufe 2 – Lager – aufsteigt und 51% der Beiträge von Ren’Kai kamen, wird die Node im Stil der Ren’Kai sein. Wenn die selbe Node zur Stufe 3 - Dorf – aufsteigt und Py’Rai 62% der gesammten Leistung beigetragen haben, dann ist die Node ein Py’Rai Dorf.[22]Margaret Krohn

Das Layout und der Stil einer Node wird durch viele Faktoren bestimmt:[23][24]

Das Node-System ist so konzipiert, dass diese in 18 verschiedenen Biomen existieren können, aber gleichzeitig die kulturellen Merkmale eines Volkes repräsentieren werden, die fester Bestandteil eines spezifischen Bioms sind.[25]Steven Sharif
Derzeit ist das Plattformsystem so konzipiert, dass es die Topografie der Stellfläche der Node unabhängig vom umgebenden Terrain anpassen kann. Der Grund dafür ist, dass wir bei der Gestaltung des Node-Layouts flexibel sein wollen, und zwar sowohl aus ästhetischer Sicht als auch aus mechanischer Sicht mit den Node-Belagerungen - wie sie aufgebaut sind, und diese Bauweise sollte in der Lage sein, eine Vielzahl verschiedener Arten von Topografien zu berücksichtigen. Das heißt, es sollte nicht von der Umgebung abhängig sein. Das heißt aber nicht, dass die Umgebung nicht einen gewissen Einfluss haben wird. Wir experimentieren zum Beispiel ein wenig mit der Plattformtechnologie und stellen eine Node an die Seite eines Berges, am Rande einer Klippe oder an einem Standort, der eine schöne Aussicht bietet. Das sind natürlich Dinge, die wir ausprobieren werden, während wir weiter am Node-Tool arbeiten und daran, wie das Plattformsystem funktioniert, aber die Idee ist, dass die Nodes unabhängig vom umgebenden Terrain sind.[26]Steven Sharif
Einige Teile werden durch das Gebiet bestimmt, in dem sie sich befinden. Einige Teile werden durch den Typ bestimmt, der sie ist. Einige Teile werden durch die Völker bestimmt, und der Rest wird vom Bürgermeister bestimmt.[24]Jeffrey Bard
Alle Nodes, unabhängig davon, ob sie mit einer Burg oder mit einer normalen Node-Struktur verbunden sind, unterliegen kulturellen Einflüssen, die sich auf die gebauten Gebäude und die vorhandenen NPCs auswirken.[32]Steven Sharif
  • Der Rest wird vom Bürgermeister bestimmt.[24]
    • Es wird möglich sein, dass eine Node mehrere Bauprojekte innerhalb der einmonatigen Amtzeit eines Bürgermeisters fertig stellt.[33]
Q: Wie lange werden die Spieler im Durchschnitt brauchen, um einen Node komplett von der Wildnis bis zur Metropole zu bewohnen/auszubauen?
A: Es ist eine Sache, eine Node auf ein bestimmtes Niveau zu bringen: es ist eine andere Sache, diese Node weiter zu entwickeln; und ich kann dir nicht wirklich eine Durchschnittsvorhersage geben, weil eine Menge Variablen im Spiel sind. Es geht darum, wie viele Bürger die Node angezogen hat; welche Art von Verkehr die Node anzieht, basierend auf Dingen wie seinen Steuersätzen oder der Spezialisierung, die sie gewählt hat, basierend auf den Gebäudetypen, die sie gebaut hat. All diese Dinge sind Variablen, die die "durchschnittliche Ausbaudauer" einer bestimmten Node beeinflussen können. Es ist also schwierig, einen Durchschnittswert anzugeben, wenn es so viele Variablen in diesem Bereich gibt. Aber die Idee ist, dass wenn es ein bestimmtes Projekt gibt, an dessen Entwicklung die Spieler interessiert sind, basierend auf der Node-Stufe, dass sie die Möglichkeit haben, mehrere dieser Projekte innerhalb einer einzigen Amtszeit eines Bürgermeisters abzuschließen; und eine Amtszeit eines Bürgermeisters ist ein Monat.[33]Steven Sharif

Spieler-Stände

Niküan player stall concept art.[34]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[34]

Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[36], in Marktplätze (the constructible building available for placement by mayors of any Stadt (Stufe 4) node or higher), or as business buildings on freehold plots.[37][38]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[38]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[39]

  • Player stalls are rentable by node citizens.[40]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[39]
  • Player stalls are linked to a player's warehouse.[41]
  • Player stalls do not require the attendance of the character or for that character to be online.[40]
    • An attendant NPC is assigned to the stall.[41][39] This may be an "image" of the player.[42]
  • Players are able to input required items for repair and also purchase required materials for that repair.[43]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[44]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[45]
  • Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[42]
    • These give the location of the stall so players can travel there and purchase the items.[42]
  • Stall sales are also listed in auction houses.[46]
    • This may no longer be accurate.[47]

Siege NPCs

Siege NPCs, NPC-Wachen, and mercenary NPCs serve as defense points during sieges and other events.[48][49]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[48][50]
  • Mercenary NPCs can be hired in advance.[48] They are intended to be a significant presence but not the main line of defense in a siege.[51]

Siege objectives

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Each node has a number of districts, depending on its stage.[52]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[52]
  • If attackers take over a district, they gain that district as a respawn location.[52]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[53][52]

Defenders can assault the outposts of the attackers to hinder them.[52]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[53][54]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[55]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[56]Steven Sharif

#REDIRECT MediaWiki:Farmhands/de

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[57] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[57][58][59]

Day/night cycle

Template:Day/night cycle

Transportation of goods

Alpha-2 materials inventory user interface.[60]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[61]Steven Sharif

Inventar capacity has quantity (stacking) limits based on the type of item.[62][63] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[64][65]

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.[69]Steven Sharif
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[60]Alex Khudoliy
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.[69]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[62]
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.[62]Steven Sharif
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.[77]Steven Sharif
  • Inventories will be able to be sorted.[61]
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.[68]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[78]

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[80]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[80]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[81][82]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[81][83][84][85]
    • Higher frequency of AoE attacks depending on how many players are participating.[83]
    • Unlock rage, recovery effects and buffs.[86][83]
    • Supporting other monster types or classes nearby.[86]
    • Additional adds and add classes.[83]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[87]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[88]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[81]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[89]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[89]Steven Sharif

Kunstwerke

Siehe auch

Einzelnachweise

  1. Liveübertragung, 2017-09-03 (15:40).
  2. 2.0 2.1 2.2 Liveübertragung, 2021-03-26 (54:26).
  3. Liveübertragung, 2020-07-31 (1:45:40).
  4. Liveübertragung, 2020-06-26 (1:14:42).
  5. 5.0 5.1 Liveübertragung, 2017-05-26 (24:33).
  6. Video, 2023-05-31 (4:17).
  7. 7.0 7.1 Liveübertragung, 2023-02-24 (1:22:04).
  8. Video, 2023-05-31 (5:01).
  9. 9.0 9.1 Liveübertragung, 2021-06-25 (1:28:02).
  10. Interview, 2023-09-10 (28:15).
  11. 11.0 11.1 Liveübertragung, 2022-05-27 (1:00:23).
  12. Liveübertragung, 2023-01-27 (1:10:12).
  13. 13.0 13.1 13.2 Liveübertragung, 2023-05-31 (43:04).
  14. Liveübertragung, 2023-05-31 (40:52).
  15. Video, 2022-06-30 (24:18).
  16. jqWtRci.png
  17. steven-mob-ttk.png
  18. Liveübertragung, 2023-05-31 (45:26).
  19. npc rep.jpg
  20. Liveübertragung, 2017-11-17 (29:45).
  21. Blog - Know Your Nodes - The Basics.
  22. 22.0 22.1 22.2 Blog - Know Your Nodes - Advance and Destroy.
  23. 23.0 23.1 23.2 Liveübertragung, 2020-10-30 (39:17).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Liveübertragung, 2018-09-27 (53:06).
  25. 25.0 25.1 Liveübertragung, 2022-02-25 (41:00).
  26. 26.0 26.1 Liveübertragung, 2021-02-26 (1:12:18).
  27. Liveübertragung, 2022-03-31 (4:57).
  28. Podcast, 2021-04-11 (29:47).
  29. Interview, 2018-05-11 (54:34).
  30. Liveübertragung, 2017-05-26 (21:23).
  31. Podcast, 2021-04-11 (23:36).
  32. 32.0 32.1 Interview, 2018-05-11 (47:27).
  33. 33.0 33.1 Liveübertragung, 2022-07-29 (1:13:09).
  34. 34.0 34.1 Ashes of Creation Instagram, 2020-08-19.
  35. Liveübertragung, 2020-05-29 (1:00:57).
  36. Liveübertragung, 2019-05-30 (1:26:16).
  37. Liveübertragung, 2023-06-30 (25:05).
  38. 38.0 38.1 Interview, 2020-07-08 (55:05).
  39. 39.0 39.1 39.2 Liveübertragung, 2017-05-10 (16:36).
  40. 40.0 40.1 steven-player-stalls-shops-online.png
  41. 41.0 41.1 Liveübertragung, 2020-10-30 (1:04:59).
  42. 42.0 42.1 42.2 Liveübertragung, 2017-05-10 (35:16).
  43. player stall repair.png
  44. Liveübertragung, 2020-10-30 (1:06:09).
  45. Liveübertragung, 2017-10-16 (59:39).
  46. steven-player-stalls-shops.png
  47. Liveübertragung, 2020-07-31 (1:34:06).
  48. 48.0 48.1 48.2 48.3 Liveübertragung, 2023-08-31 (2:09:32).
  49. siege success.png
  50. siege npcs killable.png
  51. Liveübertragung, 2017-07-28 (36:51).
  52. 52.0 52.1 52.2 52.3 52.4 siege more info.png
  53. 53.0 53.1 Interview, 2020-07-19 (37:58).
  54. Liveübertragung, 2017-05-19 (47:07).
  55. Liveübertragung, 2019-11-22 (17:59).
  56. Liveübertragung, 2019-11-22 (15:48).
  57. 57.0 57.1 57.2 57.3 Interview, 2023-07-09 (1:37:34).
  58. 58.0 58.1 58.2 Liveübertragung, 2017-05-09 (28:57).
  59. 59.0 59.1 59.2 Liveübertragung, 2017-11-17 (11:00).
  60. 60.0 60.1 60.2 Video, 2023-11-30 (30:19).
  61. 61.0 61.1 61.2 Twitter - Steven Sharif - Spatial inventory slots.
  62. 62.0 62.1 62.2 62.3 Liveübertragung, 2023-02-24 (54:55).
  63. Liveübertragung, 2020-05-29 (1:27:18).
  64. Video, 2023-11-30 (13:38).
  65. inventory backpack.png
  66. Liveübertragung, 2023-02-24 (22:57).
  67. 67.0 67.1 67.2 Liveübertragung, 2020-07-25 (1:14:13).
  68. 68.0 68.1 68.2 Liveübertragung, 2023-11-30 (1:29:18).
  69. 69.0 69.1 69.2 69.3 69.4 Liveübertragung, 2023-06-30 (1:24:42).
  70. Liveübertragung, 2023-06-30 (46:17).
  71. Video, 2023-06-30 (8:54).
  72. Podcast, 2023-07-15 (22:57).
  73. 73.0 73.1 73.2 Interview, 2023-09-10 (47:13).
  74. Liveübertragung, 2023-02-24 (46:15).
  75. Liveübertragung, 2021-11-19 (40:53).
  76. Liveübertragung, 2023-11-30 (1:34:08).
  77. 77.0 77.1 Liveübertragung, 2022-07-29 (1:17:33).
  78. Liveübertragung, 2017-07-18 (44:57).
  79. Know Your Nodes: Economic Node Type.
  80. 80.0 80.1 Liveübertragung, 2021-06-25 (21:24).
  81. 81.0 81.1 81.2 Interview, 2023-09-10 (34:51).
  82. About Ashes of Creation.
  83. 83.0 83.1 83.2 83.3 Interview, 2021-06-13 (22:20).
  84. Liveübertragung, 2017-07-28 (43:57).
  85. Liveübertragung, 2017-05-05 (11:55).
  86. 86.0 86.1 Liveübertragung, 2022-07-29 (1:23:56).
  87. Liveübertragung, 2022-02-25 (1:03:32).
  88. Liveübertragung, 2018-04-8 (PM) (3:56).
  89. 89.0 89.1 89.2 89.3 89.4 Podcast, 2018-05-11 (24:23).