Karawanen
Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[2]
- Die Karawanen sind für den Transport von persönlichen Gütern und Aufträge, sowie von Vorräten für Gildenburgen und Knotenpunkten bestimmt.[4]
- Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[5]
- Karawanen können Güter von mehreren Spielern transportieren.[6]
- Das PvP-Markierungssystem gilt nicht für Karawanen.[7]
Karawanen-Typen
Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[9][10]
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.[10] – Jeffrey Bard
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Bürgermeister to obtain needed resources from other nodes.[11][12][10]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[12][10][13]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[12][10]
- Players can participate in helping to defend the caravan if they wish.[12]
- Trade caravans can initiate world events.[11]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[12] – Steven Sharif
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[12][10][9]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[14]
- 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.[2]
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[15]
- 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.[14] – Steven Sharif
Personal caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[18][19][20][21][22][9]
- Personal caravans are prepared and launched from caravansary buildings at Dorf (Stufe 3) or higher nodes.[23][24]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[22][26]
- Komponenten für Karawanen modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[19][22]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[22]
- Players will be able to apply caravan skins to change the default appearance.[22]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[27]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[27]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[27]
See-Karawanen
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[32][33][23][26]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[33][23][34][22][26]
- Raft caravans may only be used in rivers.[35]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[36][22]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[22]
Entführung von Schiffen
Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[37][38]
- The cargo on a merchant ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[38]
Caravan inventory
Inventar capacity has quantity (stacking) limits based on the type of item.[41][42] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[43][44]
- A player's inventory has sections for different types of items.[45] Quest items for example will not fill a player's regular inventory capacity.[46]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[47][40][48][49][50]
- 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.[47][51]
- 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.[48] – Steven Sharif
- Gegenstände are placed into the most suitable inventory slots by default.[39]
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[39] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[52]
- Completed item inventory slots are not space constrained (by the tetris system).[48]
- Completed items, such as gear are also not subject to weight limits.[52]
- Gear loadouts can be swapped using a hotkey when out of combat.[52][53][54]
- Inventory capacity will be relatively limited for new characters.[46] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[55][48][41]
- 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.[48] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[41]
- 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.[41] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[56]
- 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.[56] – Steven Sharif
- Inventories will be able to be sorted.[40]
- 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.[47] – Steven Sharif
- Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[57]
- Inventar expansion and weight management training certificates are available in the Galleria at Großstadt stage economic nodes.[46][58]
Komponenten für Karawanen
Zertifikate, um eine Karawane zu erstellen, werden von bestimmten NPCs innerhalb einer Node, oder an gewissen Sehenswürdigkeiten ausgestellt. Diese Zertifikate enthalten mehrere Komponenten:[59]
- Achsen.[60]
- Rüstung (Schadensminderung).[60][59]
- Kapazität.[61]
- Fahrgestell.[59]
- Lebenspunkte.[60][59]
- Wendigkeit.[60]
- Anzahl der angeworbenenNPC-Wachen.[61]
- Geschwindigkeit.[60][61]
- Rosse (Zugtiere).[59]
- Räder.[60][59]
Karawanen-Komponenten von Handwerkern haben Stats, die von dem Können des jeweiligen Fachhandwerkers bestimmt werden.[59]
- Durch den Beruf des Tierzüchters gezüchtete Reittiere können als Zertifikate für den Bau einer Karawane verwendet werden.[62]
Initiating caravans
Quest driven caravan initiation
Mayoral caravans are system-driven caravans that are launched by Bürgermeister to obtain needed resources from other nodes.[12][10]
Players can initiate quest driven caravans (via a NPC) with the following parameters.[63]
- The resources it will carry.[63]
- If it is initiated for a specific quest in a nearby node.[63]
- If the goods are intended for trade or warehousing in a regional market.[63]
- The recipient of the caravan (e.g. a Temple within the nearby node).[63]
- 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.[63] – Steven Sharif
- Caravans may not be initiated from warehouses during a siege declaration on that node.[64][65][66]
- 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.[63] – Steven Sharif
Personal caravan initiation
Personal caravans prepared and launched at caravan master NPCs located at caravansary service buildings that are present at Dorf (Stufe 3) or higher nodes.[18][19][23][24]
- When you want to launch a caravan you have must first have a caravan that's constructed at the caravansary.[23] – Steven Sharif
- Once a caravan is constructed it will be hosted at that caravansary. Players will be able to select from a list of available caravans via a UI screen, which will show the available storage compartments for each caravan.[18][23]
- Cargo for shipment is stored at the caravansary, not in a player's inventory. Stored cargo is visible via the warehouse UI.[68]
- All types of cargo can be shipped in caravans. The only constraint is available size (in the Tetris inventory system).[69]
- Once a caravan is constructed and loaded with cargo, it is in a launch-ready state and can be launched in the caravan master UI whenever the caravan owner is ready. Launching the caravan will place a caravan item in the owner's inventory.[18]
- You're going to have a little caravan item and when you right-click it you're going to be in deployable mode for you to be able to place that- it's a representation that you're summoning the caravan so that people around you know that you are launching a caravan.[18] – Chris Justo
- Once launched, caravan owners will see a visible radius around the node, beyond which the owner can begin deployment of their caravan.[18] Deployment takes approximately two minutes by default, but can hastened through upgrades to the caravansary building.[70]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes. This will also begin a deployment process that will take an amount of time based on the distance from the caravansary, the caravan's components, and any benefits or buffs from upgrades, node policies, or relics.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[22][26]
Raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[31][33][34][22][26]
- There will be a delay of "a few minutes" while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[31][33][34][22]
- Part of this transition process is again the risk that you're introducing for the reward of having greater flexibility in movement through the land and that risk is basically you're a sitting duck here for lack of a better term.[31] – Steven Sharif
- The conversion structure does not benefit from damage mitigation points of land or raft caravans, so it's a very weak position to be in.[73]
- There's two kinds of methods to crossing rivers: One of them is with bridges, which are constructed by mayors and players, but the other method is via a transformation into a raft... It'll make you a little bit of a sitting duck while you're transitioning. Once you're in the water you'll get a nice speed boost from the currents; and it's a alternate means to getting stuck on the choke points that are bridges.[33] – Chris Justo
Skill | Icon | Description |
---|---|---|
Convert to Caravan | Allows the raft caravan to turn into a vehicle that can traverse land.[ Zitat benötigt ] | |
Convert to Raft | Allows the caravan to turn into a vehicle that can cross calm waters.[74] |
Handelsrouten
Handelsrouten in Ashes of Creation beziehen sich auf:
- Roads für den Transport von Gütern über das Karawanensystem.[76]
- 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. [76]
- Wirtschaftliche Beziehungen zwischen Nodes, die von Bürgermeister oder Nodebürgern gegründet wurden.[75][10]
- Vereinbarungen werden getroffen, um über NPC-gesteuerte Karawanen Waren zu handeln, welche für bestimmte Nodes oder Nodetypen einzigartig sind.[75][10]
- Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[75] – Steven Sharif
Roading
Roads in Verra are both pre-generated and player influenced.[80]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[80]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[80]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[80]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[80]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[82][33][15]
- 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.[82] – Steven Sharif
Different seasons and events may affect access to various roads.[83][84][85][86]
- Pathways that are open during summer may be closed during winter.[83][86]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[83][84][85][87]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[79][84]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[86]
- Ice will make roads bumpy and slippery.[88]
Unterreich routes will open or close dynamically (based on node states).[89]
- 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.[90][89]
- 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.[89]
Komponenten für Karawanen can be utilized to improve on-road or off-road speeds of caravans.[16]
- 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.[16] – Chris Justo
Grundbesitz may not be placed in close proximity to roads.[91]
Karawanen-PvP
Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[93]
- Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[94][95]
- Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[4][61]
- 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.[28]
Mercenary NPCs
Mercenary NPCs can be hired to participate in objective-based situations.[97][98][99]
- 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.[100][101][97][98]
- Bürgermeister are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[98][99]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[100]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[101][97]
- These mechanics are subject to change based on testing and priorities.[100][101]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[99]
- 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.[99] – Steven Sharif
PvP seasons
Performance in various PvP systems (such as Karawanen, Arenen, Gildenkriege) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[102][103]
- Gear enhancement rewards.[103]
- Achievement ranks.[103]
- Purchasing power (Währung).[103]
- Potentially more granular player health bars.[104]
Gear enhancement rewards
Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[105][106]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[106] – Jeffrey Bard
- Fortschritt in verschiedenen PvP Systemen, kann man Verzauberungssteine erhalten, welche temporäre PvP-Vorteile verleihen. (Sockelsystem).[107] Performance is measured over six month PvP seasons.[103]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[107] – Steven Sharif
Zerstörung der Karawane
Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[4][108][109]
- 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.[110]
- Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[111][109]
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.[109] – Steven Sharif
Handwerkliche Lieferkette
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[112][113] Each stage of the chain may require caravans to transport goods from one artisan to another.[114]
- Obtaining raw materials:[115]
- Refining the raw materials with the Verarbeitung profession.[113]
- Handwerkskunst the finished product using its crafting recipe.[113]
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[118] – Steven Sharif
Burgen-Nodes
Gildenburgen haben drei benachbarte Knotenpunkte in unmittelbarer Nähe.[121][122]
- Burg-Knotenpunkte existieren außerhalb des Knotenpunkt-Systems. Sie sind unabhängig von allem, was außerhalb passiert; wie z. B. Knotenpunkte, die andere Knotenpunkte am Wachstum hindern.[122]
- Burg-Knotenpunkte haben keine Staatsbürgerschaft, Einflusszonen, Grundbesitze (Freeholds), Knotenpunkt-Regierungen, oder soziale Organisationen.[123]
- Burg-Knotenpunkte können sich nicht über Stufe 3 (Dorf) hinweg entwickeln.[122]
- Burg-Knotenpunkte sind immer Militär-Knotenpunkte.[121]
- Zu Beginn jeder Herrschaftszeit sind die Burg-Knotenpunkte unwirtlich.[124]
- Die Gilde muss die umliegenden Knotenpunkte entwicklen, um die Verteidigung der Burg zu verbessern.[121]
- Für eine einzelne Gilde wird es möglich, aber sehr schwierig sein, die umliegenden Knotenpunkte vollständig zu entwickeln. Sie werden wahrscheinlich Unterstützung von der breiteren Gemeinschaft benötigen.[125]
Burg-Knotenpunkte steigen durch Aufträge auf, die von der besetzenden Gilde oder Allianz durchgeführt werden.[122]
- Verglichen mit regulären Knotenpunkten, ist das Leveln von Burg-Knotenpunkten ein beschleunigter Prozess.[124]
- In den Wochen vor einer Burgbelagerung werden Karawanen verwendet, um Vorräte zu transportieren.[126]
- Das Abschließen dieser Quests entsperrt nützliche Dienstleistungen und Funktionen für die besetzende Gilde und deren Verbündeten, und verstärkt zusätzlich die Verteidigung der Burg.
- Rivalisierende Gilden sollten Nachschubs-Karawanen zerstören, um das Aufsteigen der Burg und den umliegenden Knotenpunkten zu verhindern.
Sollten sie es in den drei vorangegangenen Wochen nicht schaffen, das Level der Burg zu erhöhen oder die Quests abzuschließen, wird die Burg einen Nachteil haben.[122] – Steven Sharif
Als Mitglied der besetzenden Gilde wirst du automatisch zur Garnison der Burg-Knotenpunkten und der Burg selbst.[121]
- Ausschließlich die Mitglieder der besetzenden Gilde sind Bürger dieses Knotenpunktes.[127]
- Diese Staatsbürgerschaft unterscheidet sich von der normalen Knotenpunkt-Staatsbürgerschaft. Burg-Knotenpunkte funktionieren anders als normale Knotenpunkte.
Caravan skins
Karawanen-Skins ("Verschönere meine Karawane") können durch den Echtgeld-Shop (Kosmetik-Shop) erworben werden.[128]
- Der Skin verändert das Aussehen eines Reittiers und einer Karawane, die miteinander verbunden sind.[129][130]
- Die Reittier- und Karawanen-Teile eines Skins können nicht separat voneinander verwendet werden.[129][130]
You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[129] – Sarah Flanagan
List of caravan skins
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[132]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[133] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[134]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[134] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[133]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[134]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[135]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[135] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[136]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[136] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[137]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[137] – Steven Sharif
Instanzierung doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[138]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[138]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[138] – Steven Sharif
Kunstwerke
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Community guides
Siehe auch
Einzelnachweise
- ↑ Liveübertragung, 2020-05-29 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ Video, 2019-07-16 (0:00).
- ↑ 4.0 4.1 4.2 Liveübertragung, 2017-05-15 (45:20).
- ↑ Interview, 2017-01-20 (4:19).
- ↑ Interview, 2018-05-11 (28:21).
- ↑
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 9.0 9.1 9.2 9.3 9.4 Liveübertragung, 2017-07-28 (19:43).
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 Video, 2019-07-15 (2:12).
- ↑ 11.0 11.1 Video, 2023-09-29 (2:59).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Liveübertragung, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ 14.0 14.1
- ↑ 15.0 15.1 Liveübertragung, 2018-02-09 (45:48).
- ↑ 16.0 16.1 16.2 16.3 Video, 2023-10-31 (20:17).
- ↑ Video, 2023-10-31 (17:20).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Video, 2023-10-31 (13:32).
- ↑ 19.0 19.1 19.2 19.3 Video, 2023-10-31 (10:13).
- ↑ Video, 2023-10-31 (1:52).
- ↑
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 Liveübertragung, 2020-04-30 (58:05).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Liveübertragung, 2022-08-26 (1:20:17).
- ↑ 24.0 24.1 Liveübertragung, 2022-07-29 (3:21).
- ↑ 25.0 25.1 Video, 2023-10-31 (16:25).
- ↑ 26.0 26.1 26.2 26.3 26.4 Liveübertragung, 2018-04-8 (AM) (15:46).
- ↑ 27.0 27.1 27.2 Liveübertragung, 2023-10-31 (1:27:50).
- ↑ 28.0 28.1 Liveübertragung, 2020-07-25 (55:32).
- ↑ Liveübertragung, 2023-10-31 (1:30:52).
- ↑ Liveübertragung, 2023-04-28 (1:21:29).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Video, 2024-01-31 (15:35).
- ↑ Video, 2024-01-31 (15:27).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 Video, 2023-10-31 (28:06).
- ↑ 34.0 34.1 34.2 Liveübertragung, 2020-05-29 (1:28:38).
- ↑ Liveübertragung, 2024-01-31 (1:07:587).
- ↑ Liveübertragung, 2024-01-31 (1:08:47).
- ↑ Liveübertragung, 2022-05-27 (1:12:33).
- ↑ 38.0 38.1 Liveübertragung, 2018-04-8 (PM) (1:20:03).
- ↑ 39.0 39.1 39.2 Video, 2023-11-30 (30:19).
- ↑ 40.0 40.1 40.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 41.0 41.1 41.2 41.3 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).
- ↑ 46.0 46.1 46.2 Liveübertragung, 2020-07-25 (1:14:13).
- ↑ 47.0 47.1 47.2 Liveübertragung, 2023-11-30 (1:29:18).
- ↑ 48.0 48.1 48.2 48.3 48.4 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).
- ↑ 52.0 52.1 52.2 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).
- ↑ 56.0 56.1 Liveübertragung, 2022-07-29 (1:17:33).
- ↑ Liveübertragung, 2017-07-18 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 59.0 59.1 59.2 59.3 59.4 59.5 59.6 Liveübertragung, 2017-07-28 (20:56).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 Liveübertragung, 2020-05-29 (46:36).
- ↑ 61.0 61.1 61.2 61.3 Liveübertragung, 2017-05-22 (40:41).
- ↑ Liveübertragung, 2020-05-29 (43:19).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Liveübertragung, 2017-06-30 (53:57).
- ↑ Liveübertragung, 2020-10-30 (1:03:52).
- ↑ Interview, 2020-07-19 (41:32).
- ↑ Liveübertragung, 2020-04-30 (1:14:44).
- ↑ 67.0 67.1 Video, 2023-10-31 (14:45).
- ↑
- ↑
- ↑ Video, 2023-10-31 (16:04).
- ↑ Liveübertragung, 2023-10-31 (1:20:09).
- ↑
- ↑ Liveübertragung, 2020-05-29 (1:29:41).
- ↑
- ↑ 75.0 75.1 75.2 75.3 Podcast, 2021-09-29 (8:38).
- ↑ 76.0 76.1 Video, 2022-05-27 (17:15).
- ↑ Liveübertragung, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 79.0 79.1 79.2 Video, 2023-10-31 (34:12).
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 Liveübertragung, 2021-01-29 (1:13:04).
- ↑ 81.0 81.1 Liveübertragung, 2022-01-28 (33:25).
- ↑ 82.0 82.1 Liveübertragung, 2023-10-31 (1:16:34).
- ↑ 83.0 83.1 83.2 83.3 Video, 2022-05-27 (15:50).
- ↑ 84.0 84.1 84.2 Podcast, 2021-04-11 (23:36).
- ↑ 85.0 85.1 Liveübertragung, 2020-06-26 (1:29:06).
- ↑ 86.0 86.1 86.2 86.3 Liveübertragung, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 89.0 89.1 89.2 Liveübertragung, 2020-10-30 (1:19:13).
- ↑ Liveübertragung, 2022-08-26 (53:26).
- ↑ Liveübertragung, 2017-05-19 (32:23).
- ↑ Liveübertragung, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Liveübertragung, 2017-05-22 (40:40).
- ↑ Liveübertragung, 2023-05-31 (58:25).
- ↑ 97.0 97.1 97.2 Liveübertragung, 2020-08-28 (1:41:24).
- ↑ 98.0 98.1 98.2 Liveübertragung, 2020-06-26 (59:11).
- ↑ 99.0 99.1 99.2 99.3 Liveübertragung, 2019-11-22 (1:14:23).
- ↑ 100.0 100.1 100.2 Liveübertragung, 2022-05-27 (1:18:09).
- ↑ 101.0 101.1 101.2 Liveübertragung, 2021-04-30 (1:01:10).
- ↑ Liveübertragung, 2021-09-24 (1:22:46).
- ↑ 103.0 103.1 103.2 103.3 103.4 Interview, 2020-07-18 (16:34).
- ↑ Liveübertragung, 2024-01-31 (59:45).
- ↑ Liveübertragung, 2018-06-04 (1:11:19).
- ↑ 106.0 106.1 Liveübertragung, 2018-06-04 (21:37).
- ↑ 107.0 107.1 107.2 107.3 107.4 Interview, 2020-07-18 (14:22).
- ↑ Liveübertragung, 2017-12-15 (1:04:25).
- ↑ 109.0 109.1 109.2 Interview, 2019-04-15 (26:59).
- ↑ Interview, 2019-04-15 (28:28).
- ↑
- ↑ Interview, 2020-07-20 (20:17).
- ↑ 113.0 113.1 113.2 113.3 Liveübertragung, 2017-05-10 (8:22).
- ↑ Liveübertragung, 2017-05-10 (6:12).
- ↑ 115.0 115.1 115.2 115.3 115.4 Liveübertragung, 2017-05-08 (20:41).
- ↑ Liveübertragung, 2017-07-18 (38:30).
- ↑ Liveübertragung, 2017-05-26 (26:00).
- ↑ Interview, 2018-05-11 (24:18).
- ↑ 119.0 119.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Video, 2017-04-20 (8:20).
- ↑ 121.0 121.1 121.2 121.3
- ↑ 122.0 122.1 122.2 122.3 122.4 Podcast, 2018-04-23 (15:14).
- ↑
- ↑ 124.0 124.1 Podcast, 2018-04-23 (21:55).
- ↑ Liveübertragung, 2019-07-26 (1:29:00).
- ↑
- ↑ Liveübertragung, 2017-08-23 (23:00).
- ↑
- ↑ 129.0 129.1 129.2
- ↑ 130.0 130.1
- ↑
- ↑ Liveübertragung, 2017-05-05 (23:26).
- ↑ 133.0 133.1 Liveübertragung, 2017-05-19 (25:18).
- ↑ 134.0 134.1 134.2 Liveübertragung, 2020-11-30 (1:16:09).
- ↑ 135.0 135.1 Liveübertragung, 2017-05-22 (57:37).
- ↑ 136.0 136.1 Interview, 2018-05-11 (44:20).
- ↑ 137.0 137.1 Interview, 2018-08-08 (11:52).
- ↑ 138.0 138.1 138.2 Liveübertragung, 2022-01-28 (17:50).