Größe der Welt
1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Unterreich.[1]
- This has increased from the previously stated total size of 480 km2 including land and water/ocean[2][3][4]; but excluding an additional ~100 km2 of Unterreich.[5]
- The Underrealm did not increase "too much" in size.[6]
- The reason given for expanding the map size was to better accommodate Zur See content and to reduce the overall content density in the world.[1]
- The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[1] – Steven Sharif
- The shape of the continents has also changed and two new large islands have been introduced.[1]
Number of nodes
Zum Launch wird es 85 normale Node-Standorte geben, zuzüglich 15 weiterer Burgen-Nodes (5 Burgen x je 3 Burgen-Nodes)[7][8][9], was insgesamt 100 Nodes ergibt.[10]
- Zuvor war von 103 Node-Standorten die Rede, zuzüglich 15 Burgen-Nodes, was insgesamt 118 Nodes entspricht.[11][12][7][8][9]
- Die Reduzierung der verfügbaren Nodes wird keinen Einfluss auf die Menge der verfügbaren Spielerbehausungen, oder die angestrebte Serverkapazität haben.[13][14]
- Wir sind von 103 Nodes auf 85 Nodes umgestiegen; Und dafür gibt es einige Gründe. Erstens: Als wir die Berechnungen anstellten, wie diese Vasallenstrukturen in Alpha 2 und im Spiel existieren sollen, hatten wir mehr Nodes, als uns sinnvoll erschienen, und wir wollten einige dieser kuratierten Handlungsstränge und -haken zu einer Zusammenfassung zusammenfassen Die Umgebung und das Reich um die Gebiete herum sollen bei einem geringeren Nodes üppiger sein: Das bedeutet, dass wir die Anzahl der Nodes verringern, damit wir den Reichtum jedes dieser Nodes mehr als bei 103 erhöhen können.[10] – Steven Sharif
- In der Alpha-1 gab es 9 Node-Standorte.[15]
- Node-Standorte können sich bis zur Beta-1 ändern.[15]
Weltkarte
Die Welt von Verra verfügt über eine im Spiel sichtbare Weltkarte. Diese Karte wird nicht zufällig generiert und beginnt zunächst im Nebel des Krieges.[18] Spieler können die Welt erst sehen, wenn sie sie erkunden oder Informationen darüber gesammelt haben. Die Welt ist außerdem voller unvollständiger Informationen, die vom Spieler zur Überprüfung eine entsprechende Reaktion erfordern. [19]
- Beispielsweise hörst du möglicherweise in einer Taverne ein Gerücht, das dir den Standort einer Höhle voller schwacher Kobolde verrät. Dies war jedoch nicht korrekt, da das Gerücht von gut ausgerüsteten Banditen ins Leben gerufen wurde, um übermütigen Abenteurern aufzulauern ..[19]
- Informationen über die Welt werden den Spielern beim Sammeln direkt über die Weltkarten UI angezeigt. [20][21]
- Die Steuersätze für Nodes werden auf der Weltkarte angezeigt, wenn ihr mit der Maus über eine Node Location auf der Benutzeroberfläche fährst. [22]
- Die Map UI wird möglicherweise vom Spieler erstellte Ortsmarkierungen enthalten, die für andere Gruppenmitglieder sichtbar sind.[23]
- Bisher waren detaillierte Informationen über die Welt nur über die einzigartige Node „Bibliothek“ verfügbar.[24]
- Nicht jeder Server teilt sich die gleiche Karte, da die Entscheidungen der Spieler zwischen den Servern unterschiedlich sein können. [25][26][21]
- Die Karte weist geografische Engpässe auf , die durch nicht überwindbare Hindernisse (z. B. Berge) verursacht werden. [27][28][29]
- Auch wenn wir eine offene Welt sind, bedeutet das nicht, dass wir aus gestalterischer Sicht, insbesondere im Hinblick auf die Funktionsweise unserer Wirtschaftssysteme, geografische Engpässe schaffen wollen.[28] – Steven Sharif
- Die Zones in Ashes of Creation sind für alle Level geeignet.[30]
World shape
The world of Verra is not flat,[31] but it cannot be circumnavigated.[32]
- The Verran planet is not flat. You may not see a curvature on the horizon in this, but from a lore perspective the universe in Verra does adhere to some basic physics and laws of physics that we experience in the real world, which means it is not flat.[31] – Steven Sharif
- There will not be world wrapping in Ashes of Creation.[32] – Steven Sharif
Alpha testing zone
Alpha-1 testing took place in a zone to the north west of the world map.[38] This zone has many islands and a mainland area.[39]
- The Alpha-1 starting area is set in the ruins of an Pyrian divine gateway.[40]
- There are 12 different (sub)zones in the Alpha-1 testing location.[37]
- The Alpha-1 map was approximately 70 km2 of playable area.[41]
- Alpha island (also called Alpha-0 island) was the first open-world testing zone for Alpha-1 participants.[46]
- There are approximately 4 biomes in Alpha-1: Flood plains, Wüste (Desert), Snowy mountains, Wald.[47][48]
- Temporary teleportation points will be present in early tests until ships are introduced later in the alpha testing.[49]
Castle regions
Gildenschlösser influence a castle region around them.[50]
- A castle's region is 1/5th the game world.[51]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[52][53]
- A castle could have a metropolis beside it.[54]
- Castle region boundaries are static.[52]
- Guild castles impose a tax on all revenue for the nodes within its region.[55][56]
Economic regions
Economic regions are static areas defined by geographic points of interest.[58][59][60]
- Castle regions are larger and encompass multiple economic regions.[58]
- Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[61]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[53]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[59] – Sarah Flanagan
Einflussbereiche
Every node is given purview over a predefined geographic area called a Einflussbereich (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[62]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[63] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[64]
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[62]
- Zones of influence connect fully across the world without any gaps.[65]
There is not a space where you will move in to do something and no node will get that experience.[65] – Steven Sharif
- Unterreich-Nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[66][67][68]
- Up to one fifth of the world will be encompassed within the ZOI of a Metropole. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[69]
Server Bevölkerung
Auf jeden server werden evölkerungsbeschränkungen durchgeführt. [70]
- Es werden etwa 8–10.000 gleichzeitige Benutzer pro Server prognostiziert.[71][72][73][74]
- Zunächst wird es eine begrenzte Anzahl registrierter Accounts (approximately 15,000) pro Server geben, um Anmeldewarteschlangen zu verkürzen. [75]
- Es kann zu Warteschlangen kommen, um zu Servern mit hoher Auslastung zu gelangen, aber das Ziel besteht darin, übermäßig lange Warteschlangen zu vermeiden. [77]
- Die Entwickler beabsichtigen, die Serverpopulationen mithilfe von Charaktererstellungsdrosseln sorgfältig zu verwalten, um einen Servermerge zu vermeiden. [76][78]
- Die Entwickler veröffentlichen möglicherweise gelegentlich Statistiken zu der Serverpopulation und Archetype/Klassenzusammensetzung es wird jedoch keine offizielle Seite geben, auf der diese Informationen angezeigt werden.[79]
Erforschung
Players will be rewarded for exploring.[83][84][85]
- Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[84] – Steven Sharif
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests.[84]
- Certain relics can only be discovered through exploration.[84]
- Constellations may only be seen at certain times at specific locations.[84]
- It's widespread how exploration can affect many different progression paths within the game; and it's not just about visiting an area once and never coming back, because timing matters as well.[84] – Steven Sharif
- Travel times are important in Verra, but it will be easy to get lost or distracted by threats and opportunities.[83][86]
- Threats can come in the form of monsters, events, and Open-world PvP.[83][87][88]
- Opportunities include resources (gathering, transporting, storing, and trading), points-of-interest, achievements, and treasures.[83][84]
- It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[86] – Steven Sharif
- Q: Since travel times are important, what is there to discover that will distract you from going straight to your initial destination? What makes traveling adventurous in Verra?
- A: Aside from threat and opportunity, which are probably the two biggest distractions that you can encounter while traveling through Verra- those come in different forms: Threat. in the form of monsters and events. Opportunities, in the forms of resources and POIs. There's also achievements that are based around exploration. There's treasure maps that can be found. There's a lot of different things that intersect with travel: The movement of resources. The storage of those resources. In which locations, what are available to be sold and purchased at different locations. They might make you detour for. All of those things contribute to why I would go somewhere and instead change my direction.[83] – Steven Sharif
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Liveübertragung, 2022-08-26 (46:52).
- ↑ Liveübertragung, 2020-01-30 (1:18:12).
- ↑
- ↑
- ↑ Interview, 2018-08-17 (10:43).
- ↑ Liveübertragung, 2023-04-07 (22:48).
- ↑ 7.0 7.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 8.0 8.1
- ↑ 9.0 9.1 Podcast, 2018-04-23 (15:14).
- ↑ 10.0 10.1 Liveübertragung, 2022-08-26 (1:05:47).
- ↑ 11.0 11.1 Blog - Know Your Nodes - The Basics.
- ↑ Interview, 2018-08-24 (3:44).
- ↑ Liveübertragung, 2022-08-26 (1:18:54).
- ↑ Liveübertragung, 2022-08-26 (1:06:42).
- ↑ 15.0 15.1 Liveübertragung, 2020-11-30 (37:16).
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ Video, 2023-01-27 (4:39).
- ↑ Interview, 2017-05-22 (22:54).
- ↑ 19.0 19.1 The mighty beard!
- ↑ Liveübertragung, 2023-09-29 (1:14:29).
- ↑ 21.0 21.1 MMOGames interview, January 2017
- ↑ Liveübertragung, 2023-09-29 (1:11:22).
- ↑ Liveübertragung, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
- ↑ Liveübertragung, 2017-05-19 (37:03).
- ↑ Liveübertragung, 2022-08-26 (53:26).
- ↑ 28.0 28.1 Liveübertragung, 2020-06-26 (1:25:11).
- ↑ Liveübertragung, 2020-10-30 (1:19:13).
- ↑ Liveübertragung, 2017-05-15 (30:53).
- ↑ 31.0 31.1 Liveübertragung, 2020-11-30 (44:51).
- ↑ 32.0 32.1 Liveübertragung, 2020-09-30 (55:15).
- ↑ Alpha-1 screenshot.
- ↑
- ↑ Guide to Alpha One.
- ↑ 36.0 36.1 Liveübertragung, 2020-11-30 (12:09).
- ↑ 37.0 37.1 37.2 37.3 37.4 Liveübertragung, 2020-11-30 (22:43).
- ↑ 38.0 38.1 Liveübertragung, 2020-11-30 (9:51).
- ↑ 39.0 39.1
- ↑ Liveübertragung, 2021-03-26 (16:05).
- ↑ Interview, 2022-01-14 (3:50).
- ↑
- ↑ Interview, 2020-07-19 (1:21:49).
- ↑ Podcast, 2021-04-11 (53:01).
- ↑ Liveübertragung, 2020-11-30 (25:45).
- ↑
- ↑ Liveübertragung, 2021-01-29 (26:38).
- ↑ Liveübertragung, 2017-10-16 (12:08).
- ↑ Liveübertragung, 2020-11-30 (24:51).
- ↑
- ↑
- ↑ 52.0 52.1
- ↑ 53.0 53.1
- ↑
- ↑ Liveübertragung, 2021-04-30 (1:01:10).
- ↑
- ↑ About Ashes of Creation.
- ↑ 58.0 58.1 58.2
- ↑ 59.0 59.1
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑
- ↑ 62.0 62.1 62.2 Node series part I
- ↑ Interview, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 65.0 65.1 Liveübertragung, 2018-07-09 (39:32).
- ↑ Liveübertragung, 2019-03-29 (58:14).
- ↑ Liveübertragung, 2019-03-29 (29:17).
- ↑ Liveübertragung, 2017-05-05 (37:52).
- ↑ Interview, 2018-05-11 (55:16).
- ↑ Liveübertragung, 2017-05-17 (59:25).
- ↑ Liveübertragung, 2021-10-29 (1:14:00).
- ↑ Liveübertragung, 2018-04-8 (AM) (26:41).
- ↑ Video, 2018-09-06 (4:25).
- ↑
- ↑ 75.0 75.1
- ↑ 76.0 76.1
- ↑ 77.0 77.1 Interview, 2020-07-18 (12:56).
- ↑ Interview, 2020-07-18 (10:04).
- ↑ Liveübertragung, 2021-11-19 (52:35).
- ↑
- ↑ Liveübertragung, 2017-11-17 (36:22).
- ↑ Ashes of Creation wallpapers - April 2022.
- ↑ 83.0 83.1 83.2 83.3 83.4 Liveübertragung, 2023-05-31 (1:09:04).
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Liveübertragung, 2023-02-24 (6:51).
- ↑
- ↑ 86.0 86.1 Liveübertragung, 2018-07-09 (1:00:00).
- ↑ Liveübertragung, 2022-10-28 (24:28).
- ↑