Quest items
Item | Icon | Type | Quest | Rarity | Level requirement | Source | Cost |
---|---|---|---|---|---|---|---|
Minotaur Poultice | ![]() |
Quest item | Banned of Brother | Common |
Aufträge
![](/images/thumb/8/8b/ss-2020-08-30-00_06_38-00002.png/450px-ss-2020-08-30-00_06_38-00002.png)
Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]
![](/images/thumb/8/80/a2questlogui.png/450px-a2questlogui.png)
We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4] – Colby Marchi
Aufträge in Ashes of Creation are divided into three main categories: Events, Commissions, and Story arc quests.[5][6][7][8]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[5][9]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[10]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[10] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[11][12]
- Story arc quests and events can be shared within a raid group.[13]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[13] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[14]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[13] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[15]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[16]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[16] – Steven Sharif
Siehe auch
Einzelnachweise
- ↑ Video, 2020-05-31 (6:25).
- ↑ About Ashes of Creation.
- ↑ Video, 2023-01-27 (9:43).
- ↑ Liveübertragung, 2023-02-24 (42:20).
- ↑ 5.0 5.1 Video, 2024-02-29 (2:19).
- ↑ Video, 2020-05-31 (5:25).
- ↑ Liveübertragung, 2017-05-15 (20:58).
- ↑ MMOGames interview, January 2017
- ↑ Liveübertragung, 2021-09-24 (1:22:01).
- ↑ 10.0 10.1 Video, 2024-02-29 (13:11).
- ↑ Liveübertragung, 2024-02-29 (54:42).
- ↑ Liveübertragung, 2024-02-29 (51:51).
- ↑ 13.0 13.1 13.2 Liveübertragung, 2024-03-29 (2:34:43).
- ↑ Liveübertragung, 2024-03-29 (2:37:02).
- ↑ Liveübertragung, 2024-02-29 (53:58).
- ↑ 16.0 16.1 Liveübertragung, 2023-04-07 (1:10:08).
- ↑ Blog: Creative Director's Letter, October 16 2020