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NPCs: Unterschied zwischen den Versionen
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== Reputation == | == Reputation == | ||
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+ | === Ashes of Creation Apocalypse horde mode === | ||
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[[Category:Nodes]][[Category:Encounters]][[Category:NPCs]] | [[Category:Nodes]][[Category:Encounters]][[Category:NPCs]] |
Version vom 21. November 2020, 19:05 Uhr
- NPCs come and go as required by game mechanics, such as node progression.[3]
- Players will not be able to kill non-combat NPCs such as quest givers and vendors.[4][5]
- We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4] – Margaret Krohn
- During sieges or monster coin events, non-combat NPCs may despawn. If their service buildings are damaged or destroyed by the siege or event they may not respawn until their buildings are repaired or rebuilt.[5][6][7][8]
- During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5] – Steven Sharif
- Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
- Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9] – Steven Sharif
- NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
- Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
- A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10] – 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.[17]
- 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.[17] – Steven Sharif
- Not all creatures are immediately hostile to players.[18][11] Some creatures may hunt other creatures.[19]
- 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.[11] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[20]
- 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.[20] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[21][14] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[22]
- 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.[22] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[24][25] Screen shake will be customizable in user interface settings.[24][26][27]
- 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.[24] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[28]
- Certain bosses and creatures will have voice lines along with other audio cues.[29]
NPC types
- Agricultural supplies merchants
- Animated Armor Mobs
- Arachnids
- Beetles
- Black market vendors
- Bosse
- Caravan masters
- Commodities vendors
- Construction foreman
- Cyclops
- Demons
- Drachen
- Elder dragons
- Landarbeiter und NSC-Hilfe
- Haunted Armor
- Hired NPCs
- Living statues
- Mercenary NPCs
- Händler
- Minotaurs
- Mobs
- Mushroom (mobs)
- Mushrooms
- NPC-Wachen
- Najash
- Naval NPCs
- Player stall NPCs
- Priester
- Profession NPCs
- Quest givers
- Raptors
- Requisition agents
- Gelehrte
- Scorpions
- Siege NPCs
- Skeletons
- Spirits
- Stoneworks merchants
- Tavernen-NPCs
- Undead
- War Beast
- Woodshop merchants
- Zombies
NPC Völker
Volk-spezifische NPC Interaktionen
Ruf
NPCs reagieren - je nach ihren Beiträgen zu der Node - unterschiedlich auf Spieler.[13]
Steht ein Spieler auf der Hassliste eines NPCs, wird jeder Spieler, der diesen Spieler heilt, bufft oder anderweitig unterstützt, ebenfalls der Hassliste des NPCs hinzugefügt.[31]
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[32][33][34]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[33] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[32]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[32] – Steven Sharif
- Fähigkeiten such as Stealth and Camouflage can dampen NPC perception.[32]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[35]
Voice acting
- NPCs erhalten gesprochene Audio- Begrüßungen.[36][37]
- Die Veröffentlichung erzählter Questreihen ist derzeit nicht geplant. [36] Es wurde erklärt, dass das spätere Hinzufügen von Sprachausgabe zum Spiel eine eher kosmetische Änderung sein wird. [36]
- Bestimmte Bosse und kreaturen verfügen neben anderen Audiohinweisen über Sprachzeilen. [29]
- KI-Sprachausgabe ist derzeit nicht geplant. [38]
- Ist es schwierig, später Sprachausgabe hinzuzufügen? Nein, das ist es definitiv nicht... Es handelt sich um eine eher kosmetische Änderung. [36] – Steven Sharif
- Sprachausgabe macht Spaß, ist aber nicht nur kostspielig, sondern erfordert auch viel Logistik. [39] – Steven Sharif
NPC languages
Languages in Ashes of Creation may refer to:
- Racial and geographical influences on nomenclature in the lore.[40]
- NPC Völker influencing the way NPCs speak in terms of their dialogue trees.[40]
- Language-specific lexicons in the game from a lore and immersion standpoint. These do not have real player-to-player implications.[41]
- Localization/Internationalization of the game client for specific regions.[42]
Arten von Nodes
Nodes gehören einer von vier (4) Node-Arten an, von denen jede über einzigartige Spezialisierungen verfügt.[44]
- Spieler können den Typ der Node ab der ersten Entwicklungsstufe (Expedition), anhand den dort anwesenden NPCs feststellen.[43]
Node type.[44] | Specialization.[44] | NPCs.[44] |
---|---|---|
Göttliche Nodes | Fokus auf Glauben und Fähigkeiten/Veränderung der Ausrüstung | Priester |
Wirtschaftliche Nodes | Fokus auf Handel and Kaufleute | Händler |
Military nodes | Fokus auf Kampf und das Training von Klassen | Wachen |
Academic nodes | Fokus auf Handwerk und Bau | Gelehrte |
Ashes of Creation ermöglicht es euch als Spieler, über das Schicksal der Welt um euch herum zu entscheiden. Mit jedem Nodetyp könnt ihr den Fluss von Ressourcen und Gütern in der Welt verändern. Wirst du die größte Wirtschaftsmetropole aufbauen und dabei helfen, die Reichtümer von Verra zu leiten, oder wirst du einen anderen Weg wählen und neue Geschichten voller Verbündeter und Feinde freischalten?[45]
Die Arten von Nodes sind vordefiniert und auf allen Servern gleich.[44]
- Der Typ einer Node ist statisch. Er ändert sich nicht durch die Entwicklung der Node oder die Zerstörung.[44]
Wenn beispielsweise eine wissenschaftliche Node der Stufe 4 zerstört wird, wird er zu einem wissenschaftlicher Node der Stufe 0. Es wird niemals ein anderer Nodetyp als ein wissenschaftliche Node sein. Der Standort dieser Typen hängt von den Einflüssen der Umgebung der Node ab.[44] – Margaret Krohn
Node-Typen beeinflussen verschiedene Dienste und Systeme auf jeder Stufe der Node.[44]
- Node-Regierungen
- Geschichte
- NPCs
- Node-Gebäude und Annehmlichkeiten
Node-Typen werden während den Beta-Testphasen endgültig festgelegt.[46]
Für Betatests ist es erforderlich, dass die Nodetypen endgültig sind und das liegt daran, wie Nodetypen in die zugehörigen und entsprechenden benachbarten Points of Interest und diese Questreihen integriert werden. Es ist also nicht etwas, das wir so einfach austauschen können.[46] – Steven Sharif
Node layout and style
Das Layout und der Stil einer Node wird durch viele Faktoren bestimmt:[48][49]
- 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.[50] – Steven Sharif
- Umgebung (Biome) und Standort der Node.[50][48][49]
- Die Node passt die lokale Topographie an die ästhetischen und strategischen Anforderung der Node an.[51]
- 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.[51] – 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.[49] – Jeffrey Bard
- Das Volk, dass am meisten zum Fortschritt einer Node beigetragen hat, wird die Ästhetik der Gebäude, NPCs und Ausstattung bestimmen.[40][52][48][47][49][53][54]
- Das übergeordnete Volk werden nicht ihre kulturellen Einflüsse kombinieren. Zum Beispiel zählen die Py'Rai und Empyrean als verschiedene Kulturen. Das übergeordnete Volk, die Pyrian, existieren nicht mehr.[55]
- Der Stil und die Kultur einer Node kann sich bei jedem Aufstieg verändern.[47]
- Das trifft auf alle Nodes zu, Burg-Nodes eingeschlossen.[56]
- 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.[56] – Steven Sharif
- Der Rest wird vom Bürgermeister bestimmt.[49]
- Es wird möglich sein, dass eine Node mehrere Bauprojekte innerhalb der einmonatigen Amtzeit eines Bürgermeisters fertig stellt.[57]
- 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.[57] – Steven Sharif
Spieler-Stände
Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[60], 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.[61][62]
- 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.[62] – 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.[63]
- Player stalls are rentable by node citizens.[64]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[63]
- Player stalls are linked to a player's warehouse.[65]
- Player stalls do not require the attendance of the character or for that character to be online.[64]
- Players are able to input required items for repair and also purchase required materials for that repair.[67]
- Player stalls may still operate during node siege declaration. This is subject to testing.[68]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[69]
- Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[66]
- These give the location of the stall so players can travel there and purchase the items.[66]
- Stall sales are also listed in auction houses.[70]
- This may no longer be accurate.[71]
Bankwesen
Nodes entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie den Verkauf von Waren oder die Lagerung von Gegenständen.[72]
- Banktransfer zwischen Charakteren wird wahrscheinlich auf Möbel und fertiggestellte Gegenstände beschränkt sein.[73]
- Eine Fähigkeit des Lagerhauses kann es Spielern ermöglichen, nicht-materielle Güter zwischen alternativen Charakteren zu transferieren. Alle Ressourcen, Materialien oder Güter, die für den Transport auf das Karawanen-System angewiesen sind, sind hiervon ausgeschlossen.[74]
Tag-/Nacht-Zyklus
Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[76]
- Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[77]
- NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[76]
- Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[76]
Fünfzehn Minuten können im Spiel eine Stunde sein.[78]
Transportation of goods
Inventar capacity has quantity (stacking) limits based on the type of item.[81][82] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[83][84]
- A player's inventory has sections for different types of items.[85] Quest items for example will not fill a player's regular inventory capacity.[86]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[87][80][88][89][90]
- 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.[87][91]
- 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.[88] – Steven Sharif
- Gegenstände are placed into the most suitable inventory slots by default.[79]
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[79] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[92]
- Completed item inventory slots are not space constrained (by the tetris system).[88]
- Completed items, such as gear are also not subject to weight limits.[92]
- Gear loadouts can be swapped using a hotkey when out of combat.[92][93][94]
- Inventory capacity will be relatively limited for new characters.[86] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[95][88][81]
- 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.[88] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[81]
- 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.[81] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[96]
- 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.[96] – Steven Sharif
- Inventories will be able to be sorted.[80]
- 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.[87] – Steven Sharif
- Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[97]
- Inventar expansion and weight management training certificates are available in the Galleria at Großstadt stage economic nodes.[86][45]
Künstliche Intelligenz
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[99][100]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[99][101][102][103]
- Higher frequency of AoE attacks depending on how many players are participating.[101]
- Unlock rage, recovery effects and buffs.[104][101]
- Supporting other monster types or classes nearby.[104]
- Additional adds and add classes.[101]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[35]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[105]
- 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.[99] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[106]
- 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.[106] – Steven Sharif
Ashes of Creation Apocalypse horde mode
Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[107][108][109]
- Each wave is more difficult than the last.[109]
- Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[110]
- Monstermünzen enable players to join the game as part of the horde.[109]
Horde mode will include adaptive AI boss mechanics.[108] Rewards are obtained dependent on progress against these NPCs.[111]
- Coins for character upgrades.[109]
- Kosmetische Gegenstände.[111]
- Pet versions of the defeated NPCs.[111]
Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[111] – Steven Sharif
Horde mode is specifically for testing.[111]
- Testing the blackboard for the AI.[111]
- NPCs with different adaptive AI focuses:[111]
It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[111] – Steven Sharif
Bevölkerungsbasierte Skalierung
The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[112]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[112]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[112] – Jeffrey Bard
Kunstwerke
2024-03-01 2023-09-13 2023-09-04 2020-11-09 2020-08-01 2020-08-01 2018-04-29
Siehe auch
Einzelnachweise
- ↑ Liveübertragung, 2020-02-28 (47:45).
- ↑ Liveübertragung, 2020-07-31 (1:54:45).
- ↑ Interview, 2021-02-07 (31:37).
- ↑ 4.0 4.1 Liveübertragung, 2024-02-29 (53:17).
- ↑ 5.0 5.1 5.2 Interview, 2023-07-09 (1:32:45).
- ↑ Liveübertragung, 2022-03-31 (1:13:00).
- ↑ Interview, 2020-07-08 (57:46).
- ↑ Liveübertragung, 2019-11-22 (17:59).
- ↑ 9.0 9.1 Podcast, 2021-04-11 (15:55).
- ↑ 10.0 10.1 10.2 Liveübertragung, 2023-07-28 (1:19:55).
- ↑ 11.0 11.1 11.2 Liveübertragung, 2023-02-24 (1:22:04).
- ↑ Liveübertragung, 2021-12-23 (1:26:36).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 14.3 Liveübertragung, 2021-03-26 (54:26).
- ↑ Liveübertragung, 2020-07-31 (1:45:40).
- ↑ Liveübertragung, 2020-06-26 (1:14:42).
- ↑ 17.0 17.1 Liveübertragung, 2017-05-26 (24:33).
- ↑ Video, 2023-05-31 (4:17).
- ↑ Video, 2023-05-31 (5:01).
- ↑ 20.0 20.1 Liveübertragung, 2021-06-25 (1:28:02).
- ↑ Interview, 2023-09-10 (28:15).
- ↑ 22.0 22.1 Liveübertragung, 2022-05-27 (1:00:23).
- ↑ Liveübertragung, 2023-01-27 (1:10:12).
- ↑ 24.0 24.1 24.2 Liveübertragung, 2023-05-31 (43:04).
- ↑ Liveübertragung, 2023-05-31 (40:52).
- ↑ Video, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ 29.0 29.1 Liveübertragung, 2023-05-31 (45:26).
- ↑ Types of Events on Verra.
- ↑ Liveübertragung, 2017-11-17 (29:45).
- ↑ 32.0 32.1 32.2 32.3 32.4 Liveübertragung, 2024-02-29 (3:12).
- ↑ 33.0 33.1 33.2 Liveübertragung, 2023-11-30 (1:36:32).
- ↑ 34.0 34.1 Liveübertragung, 2018-06-04 (29:28).
- ↑ 35.0 35.1 Liveübertragung, 2022-02-25 (1:03:32).
- ↑ 36.0 36.1 36.2 36.3 Interview, 2018-10-20 (2:22:09).
- ↑ Liveübertragung, 2018-04-8 (AM) (25:12).
- ↑ Forums - Livestream Q&A - May 31, 2023.
- ↑ Liveübertragung, 2018-04-8 (AM) (24:14).
- ↑ 40.0 40.1 40.2 Liveübertragung, 2022-03-31 (4:57).
- ↑
- ↑ What languages will Ashes of Creation be in?
- ↑ 43.0 43.1 Liveübertragung, 2017-05-04 (15:15).
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 44.6 44.7 44.8 Blog - Know Your Nodes - The Basics.
- ↑ 45.0 45.1 Know Your Nodes: Economic Node Type.
- ↑ 46.0 46.1 Liveübertragung, 2021-08-27 (1:19:43).
- ↑ 47.0 47.1 47.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 48.0 48.1 48.2 Liveübertragung, 2020-10-30 (39:17).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 Liveübertragung, 2018-09-27 (53:06).
- ↑ 50.0 50.1 Liveübertragung, 2022-02-25 (41:00).
- ↑ 51.0 51.1 Liveübertragung, 2021-02-26 (1:12:18).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interview, 2018-05-11 (54:34).
- ↑ Liveübertragung, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 56.0 56.1 Interview, 2018-05-11 (47:27).
- ↑ 57.0 57.1 Liveübertragung, 2022-07-29 (1:13:09).
- ↑ 58.0 58.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Liveübertragung, 2020-05-29 (1:00:57).
- ↑ Liveübertragung, 2019-05-30 (1:26:16).
- ↑ Liveübertragung, 2023-06-30 (25:05).
- ↑ 62.0 62.1 Interview, 2020-07-08 (55:05).
- ↑ 63.0 63.1 63.2 Liveübertragung, 2017-05-10 (16:36).
- ↑ 64.0 64.1
- ↑ 65.0 65.1 Liveübertragung, 2020-10-30 (1:04:59).
- ↑ 66.0 66.1 66.2 Liveübertragung, 2017-05-10 (35:16).
- ↑
- ↑ Liveübertragung, 2020-10-30 (1:06:09).
- ↑ Liveübertragung, 2017-10-16 (59:39).
- ↑
- ↑ Liveübertragung, 2020-07-31 (1:34:06).
- ↑
- ↑ Liveübertragung, 2019-06-28 (1:23:31).
- ↑ Liveübertragung, 2018-04-8 (AM) (23:18).
- ↑ Ashes of Creation - Screenshots.
- ↑ 76.0 76.1 76.2 Liveübertragung, 2017-05-12 (57:41).
- ↑
- ↑
- ↑ 79.0 79.1 79.2 Video, 2023-11-30 (30:19).
- ↑ 80.0 80.1 80.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 81.0 81.1 81.2 81.3 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).
- ↑ 86.0 86.1 86.2 Liveübertragung, 2020-07-25 (1:14:13).
- ↑ 87.0 87.1 87.2 Liveübertragung, 2023-11-30 (1:29:18).
- ↑ 88.0 88.1 88.2 88.3 88.4 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).
- ↑ 92.0 92.1 92.2 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).
- ↑ 96.0 96.1 Liveübertragung, 2022-07-29 (1:17:33).
- ↑ Liveübertragung, 2017-07-18 (44:57).
- ↑ 98.0 98.1 Liveübertragung, 2021-06-25 (21:24).
- ↑ 99.0 99.1 99.2 Interview, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 101.0 101.1 101.2 101.3 Interview, 2021-06-13 (22:20).
- ↑ Liveübertragung, 2017-07-28 (43:57).
- ↑ Liveübertragung, 2017-05-05 (11:55).
- ↑ 104.0 104.1 Liveübertragung, 2022-07-29 (1:23:56).
- ↑ Liveübertragung, 2018-04-8 (PM) (3:56).
- ↑ 106.0 106.1 106.2 106.3 106.4 Podcast, 2018-05-11 (24:23).
- ↑ Interview, 2018-08-24 (13:17).
- ↑ 109.0 109.1 109.2 109.3 Liveübertragung, 2018-09-01 (54:06).
- ↑ Liveübertragung, 2018-08-17 (30:29).
- ↑ 111.0 111.1 111.2 111.3 111.4 111.5 111.6 111.7 Interview, 2018-08-08 (4:00).
- ↑ 112.0 112.1 112.2 Liveübertragung, 2018-06-04 (39:15).