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Neue Points of Interest (wie z.B. Dungeons und World Bosse) spawnen, wenn sich Nodes entwicklen.[1] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[2]

  • Die Population wird sich verändern.[2]
  • Die Schwierigkeit des Contents wird sich ändern.[2]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[2]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[2]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[3]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[3]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[3]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[3]

Schlachtzugstrategien

Schlachtzüge will have elements that can be pre-planned.[4]

  • Required composition of DPS, healers and support.[4]
  • Key positioning.[4]

Raids will also have dynamic elements that can change from session to session.[4]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[4]Steven Sharif

Spielergetriebene Erzählung

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[5]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[6]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[7]Steven Sharif

Server Geschichte

The history of each server will be tracked and visible to players.[8]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[8]Jeffrey Bard

Legendäre Gegenstände

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[9]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[11]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[12]Steven Sharif

Discovery of legendary items will unlock further chapters of the Überlieferungen.[15]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[16]

A legendary weapon is easily distinguished by its visual appearance.[12]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[12]Steven Sharif

Legendary items are not intended to be temporary.[17]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[17]Steven Sharif

Legendary quests

Epic and Legendary quests affect the narrative of the game.[19] These quests will unlock gated content.[20]

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[21]

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.[21]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[22]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[23]
  • Bosse are scripted and make decisions dynamically during boss fights.[24]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[25]
  • Certain AI behaviors might activate based on progress within an encounter.[26]
    • Higher frequency of AoE attacks depending on how many players are participating.[26]
    • Unlock rage, recovery effects and buffs.[26]
    • Additional adds and add classes.[26]

There are AI systems that don't relate to controlling NPCs.[27]

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 you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know 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.[27]Steven Sharif

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[28]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[29]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[28]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[29][28]

  • These are sources of NPC events that players need to address before they grow out of hand.[30][29]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events that occur players will need to participate to keep the intrusion on the material plane back.[31]
  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[31]
  • Corrupted areas do not confer corruption onto a player.[32]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[30]Steven Sharif

Siehe auch

Einzelnachweise

  1. Liveübertragung, 2017-11-17 (36:22).
  2. 2.0 2.1 2.2 2.3 2.4 Liveübertragung, 2017-11-17 (18:29).
  3. 3.0 3.1 3.2 3.3 MMOGames interview, January 2017
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Podcast, 2018-07-09 (22:24).
  5. Liveübertragung, 2017-05-19 (37:03).
  6. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  7. Liveübertragung, 2017-05-22 (28:02).
  8. 8.0 8.1 Interview, 2018-04-20 (9:20).
  9. Interview, 2020-07-18 (1:00:15).
  10. Interview, 2020-07-19 (8:43).
  11. 11.0 11.1 11.2 11.3 11.4 Interview, 2020-07-20 (21:57).
  12. 12.0 12.1 12.2 12.3 Liveübertragung, 8 April 2018 (PM) (55:49).
  13. Liveübertragung, 2020-07-25 (46:08).
  14. Liveübertragung, 2021-03-26 (1:02:06).
  15. Liveübertragung, 2017-05-19 (44:18).
  16. Liveübertragung, 2017-05-15 (38:08).
  17. 17.0 17.1 Liveübertragung, 2018-07-09 (25:34).
  18. Liveübertragung, 8 April 2018 (PM) (51:49).
  19. Liveübertragung, 2017-05-15 (20:58).
  20. Liveübertragung, 2017-05-08 (50:32).
  21. 21.0 21.1 Liveübertragung, 2021-06-25 (21:24).
  22. About Ashes of Creation.
  23. Liveübertragung, 2017-05-05 (11:55).
  24. Liveübertragung, 2017-07-28 (43:57).
  25. Liveübertragung, 8 April 2018 (PM) (3:56).
  26. 26.0 26.1 26.2 26.3 Interview, 2021-06-13 (22:20).
  27. 27.0 27.1 27.2 27.3 27.4 Podcast, 2018-05-11 (24:23).
  28. 28.0 28.1 28.2 Liveübertragung, 2021-03-26 (22:53).
  29. 29.0 29.1 29.2 Liveübertragung, 2021-03-26 (50:03).
  30. 30.0 30.1 Liveübertragung, 2021-06-25 (1:13:30).
  31. 31.0 31.1 Liveübertragung, 2020-11-08 (12:47).
  32. Liveübertragung, 2021-06-25 (1:32:24).