System driven caravan initiation

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Mayoral caravans are system-driven caravans that are launched by Bürgermeister to obtain needed resources from other nodes.[1][2]

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

Players can initiate quest driven caravans (via a NPC) with the following parameters.[3]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[3]Steven Sharif
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[3]Steven Sharif

System driven/mayoral caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[1][2][7]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[8]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[9]
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[10]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[8]Steven Sharif

Handelsrouten

Bürgermeisterkarawane die von einem Bürgermeister ins Leben gerufen wurde um eine Handelsroute mit einer anderen Node einzurichten. [2]

Zum Beispiel: Diese Node hier drüben könnte Zugriff auf Baumwolle als Ressource haben, und wenn diese Node diese Baumwolle verarbeitet, könnte es sich um eine sehr schöne Art von Leinen handeln, auf die nur diese Node oder sehr selten Nodes Zugriff haben würden. Wenn ihr also eine Handelsroute eröffnez, bringt eure Vorräte mit, die der Bürgermeister angefordert hat, weil er versucht, eine bestimmte Art von Dienstleistungsgebäude zu bauen, oder weil er versucht, einen Bauplan freizuschalten, auf den er jetzt Zugriff hat , um eure Node aufzubauen.[11]Steven Sharif

Handelsrouten in Ashes of Creation beziehen sich auf:

  • Roads für den Transport von Gütern über das Karawanensystem.[12]
    Ihr habt vielleicht einen Bergpass und im Winter ist dieser Bergpass immer geschlossen und so ändern sich die Handelsrouten auf dem Land mit Karawanen und das ist etwas, das nicht nur auf zyklischer Ebene existieren kann, sondern auch dynamisch basierend auf Spieleraktivitäten. [12]
Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[11]Steven Sharif

Roading

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[15]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[16]Steven Sharif

Roads adjusting to adjacent node progression.[17]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.[17]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[16]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[16]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[16]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[16]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[16]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[18][19][10]
Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[18]Steven Sharif

Different seasons and events may affect access to various roads.[20][21][22][23]

  • Pathways that are open during summer may be closed during winter.[20][23]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[20][21][22][24]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[15][21]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[15][20][23]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[23]
    • Ice will make roads bumpy and slippery.[25]

Unterreich routes will open or close dynamically (based on node states).[26]

  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[27][26]
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[26]

Komponenten für Karawanen can be utilized to improve on-road or off-road speeds of caravans.[28]

You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[28]Chris Justo

Grundbesitz may not be placed in close proximity to roads.[29]

Karawanen-PvP

Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[31]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[32][33]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[34][35]
  • Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[36]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[38][39][40]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[41][42][38][39]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[40]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[40]Steven Sharif

Zerstörung der Karawane

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[34][43][44]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[45]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[46][44]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[44]Steven Sharif

Karawanen-Typen

Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[7][2]

Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[2]Jeffrey Bard

Siehe auch

Einzelnachweise

  1. 1.0 1.1 Liveübertragung, 2023-08-31 (2:10:23).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Video, 2019-07-15 (2:12).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Liveübertragung, 2017-06-30 (53:57).
  4. Liveübertragung, 2020-10-30 (1:03:52).
  5. Interview, 2020-07-19 (41:32).
  6. Liveübertragung, 2020-04-30 (1:14:44).
  7. 7.0 7.1 7.2 7.3 Liveübertragung, 2017-07-28 (19:43).
  8. 8.0 8.1 caravan zerg.png
  9. About Ashes of Creation.
  10. 10.0 10.1 Liveübertragung, 2018-02-09 (45:48).
  11. 11.0 11.1 11.2 11.3 Podcast, 2021-09-29 (8:38).
  12. 12.0 12.1 Video, 2022-05-27 (17:15).
  13. Liveübertragung, 2017-05-17 (30:53).
  14. Kickstarter - We Just Broke $1,500,000!
  15. 15.0 15.1 15.2 Video, 2023-10-31 (34:12).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Liveübertragung, 2021-01-29 (1:13:04).
  17. 17.0 17.1 Liveübertragung, 2022-01-28 (33:25).
  18. 18.0 18.1 Liveübertragung, 2023-10-31 (1:16:34).
  19. Video, 2023-10-31 (28:06).
  20. 20.0 20.1 20.2 20.3 Video, 2022-05-27 (15:50).
  21. 21.0 21.1 21.2 Podcast, 2021-04-11 (23:36).
  22. 22.0 22.1 Liveübertragung, 2020-06-26 (1:29:06).
  23. 23.0 23.1 23.2 23.3 Liveübertragung, 2017-05-08 (20:27).
  24. Our immersive world - Environments.
  25. frosty-roads.png
  26. 26.0 26.1 26.2 Liveübertragung, 2020-10-30 (1:19:13).
  27. Liveübertragung, 2022-08-26 (53:26).
  28. 28.0 28.1 Video, 2023-10-31 (20:17).
  29. Liveübertragung, 2017-05-19 (32:23).
  30. Liveübertragung, 2020-03-28 (1:27:28).
  31. caravan zone.png
  32. caravan UI.png
  33. Liveübertragung, 2017-05-22 (40:40).
  34. 34.0 34.1 Liveübertragung, 2017-05-15 (45:20).
  35. Liveübertragung, 2017-05-22 (40:41).
  36. Liveübertragung, 2020-07-25 (55:32).
  37. Liveübertragung, 2023-05-31 (58:25).
  38. 38.0 38.1 38.2 Liveübertragung, 2020-08-28 (1:41:24).
  39. 39.0 39.1 39.2 Liveübertragung, 2020-06-26 (59:11).
  40. 40.0 40.1 40.2 40.3 Liveübertragung, 2019-11-22 (1:14:23).
  41. 41.0 41.1 41.2 Liveübertragung, 2022-05-27 (1:18:09).
  42. 42.0 42.1 42.2 Liveübertragung, 2021-04-30 (1:01:10).
  43. Liveübertragung, 2017-12-15 (1:04:25).
  44. 44.0 44.1 44.2 Interview, 2019-04-15 (26:59).
  45. Interview, 2019-04-15 (28:28).
  46. Certificates.jpg
  47. Ashes of Creation Store: Ramstone Hauler.