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{{NPC races}}
 
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== NPC racial interaction ==
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== Reputation ==
 
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{{NPC reputation}}
 
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== NPC perception ==
 
== NPC perception ==

Version vom 21. November 2020, 19:05 Uhr

We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4]Margaret Krohn
During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5]Steven Sharif
  • Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9]Steven Sharif
  • NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10]Steven Sharif
Elite monster 3D turntable.[14]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[14]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[15]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[16]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[17]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[17]Steven Sharif
  • Not all creatures are immediately hostile to players.[18][11] Some creatures may hunt other creatures.[19]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[11]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[20]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[22]Steven Sharif
  • Named mobs will usually have a unique character appearance.[23]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[24]Steven Sharif

NPC types

NPC Völker

Volk-spezifische NPC Interaktionen

Template:NPC race

Ruf

NPCs reagieren - je nach ihren Beiträgen zu der Node - unterschiedlich auf Spieler.[13]

Steht ein Spieler auf der Hassliste eines NPCs, wird jeder Spieler, der diesen Spieler heilt, bufft oder anderweitig unterstützt, ebenfalls der Hassliste des NPCs hinzugefügt.[30]

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[31][32][33]

  • NPCs will have varying fields of view. Some will have the ability to perceive sounds.[31][32][33]
We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[32]Steven Sharif
Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[31]Steven Sharif
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[34]

Voice acting

Ist es schwierig, später Sprachausgabe hinzuzufügen? Nein, das ist es definitiv nicht... Es handelt sich um eine eher kosmetische Änderung. [35]Steven Sharif
Sprachausgabe macht Spaß, ist aber nicht nur kostspielig, sondern erfordert auch viel Logistik. [38]Steven Sharif

NPC languages

Languages in Ashes of Creation may refer to:

Arten von Nodes

Nodes gibt es auf der ganzen Welt und der Standort der Node bestimmt seinen Typ. aber dieser Typ wird... in der ersten Entwicklungsphase zu sehen sein, wenn die erste Phase, in der eine Node Echtzeit-Assets in der Welt verbreitet; Im Grunde sind es diese NPCs, diese Händler, die in ein Gebiet kommen und Dienstleistungen und/oder Geschäfte oder was auch immer das Geschäft sein mag, anbieten. Sie werden den Geschmack des Knotens von diesen Händlern sehen. Wenn es sich also um einen militärischen Knotenpunkt handelt, werden Sie Militärangehörige sehen. Wenn es ... ein Wirtschaftsnodepunkt ist, seht ihr Händler. Wenn es wissenschaftlich ist, werdet ihr Gelehrte sehen; und wenn es ein göttliches ist, werdet ihr Priester und Geistliche sehen. So haben die Spieler ein sehr genaues Verständnis davon, welche Node welcher Typ ist, um zu wissen, wie ihr vorankommen wollt.[42]Steven Sharif

Nodes gehören einer von vier (4) Node-Arten an, von denen jede über einzigartige Spezialisierungen verfügt.[43]

  • Spieler können den Typ der Node ab der ersten Entwicklungsstufe (Expedition), anhand den dort anwesenden NPCs feststellen.[42]
Node type.[43] Specialization.[43] NPCs.[43]
Göttliche Nodes Fokus auf Glauben und Fähigkeiten/Veränderung der Ausrüstung Priester
Wirtschaftliche Nodes Fokus auf Handel and Kaufleute Händler
Military nodes Fokus auf Kampf und das Training von Klassen Wachen
Wissenschaftliche Nodes Fokus auf Handwerk und Bau Gelehrte

Ashes of Creation ermöglicht es euch als Spieler, über das Schicksal der Welt um euch herum zu entscheiden. Mit jedem Nodetyp könnt ihr den Fluss von Ressourcen und Gütern in der Welt verändern. Wirst du die größte Wirtschaftsmetropole aufbauen und dabei helfen, die Reichtümer von Verra zu leiten, oder wirst du einen anderen Weg wählen und neue Geschichten voller Verbündeter und Feinde freischalten?[44]

Die Arten von Nodes sind vordefiniert und auf allen Servern gleich.[43]

Wenn beispielsweise eine wissenschaftliche Node der Stufe 4 zerstört wird, wird er zu einem wissenschaftlicher Node der Stufe 0. Es wird niemals ein anderer Nodetyp als ein wissenschaftliche Node sein. Der Standort dieser Typen hängt von den Einflüssen der Umgebung der Node ab.[43]Margaret Krohn

Node-Typen beeinflussen verschiedene Dienste und Systeme auf jeder Stufe der Node.[43]

Node-Typen werden während den Beta-Testphasen endgültig festgelegt.[45]

Für Betatests ist es erforderlich, dass die Nodetypen endgültig sind und das liegt daran, wie Nodetypen in die zugehörigen und entsprechenden benachbarten Points of Interest und diese Questreihen integriert werden. Es ist also nicht etwas, das wir so einfach austauschen können.[45]Steven Sharif

Node layout and style

Die Architektur unterschiedlicher Völker der selben Dorf (Stufe 3) Node auf unterschiedlichen Servern. Dünir Zwerge Ästhetik (oben). Kaelar Menschen Ästhetik (unten). Alpha-1 Nicht NDA Bildschirmfoto.

Das Layout und die Architektur innerhalb des Siedlungsgebiets einer Node werden durch die einflussreichste Volk bestimmt. Eine Node der Stufe 3, bei dem die Mehrheit der Spieler Py'rai sind, wäre zum Beispiel ein Py'rai-Dorf mit Py'rai-Architektur. Die meisten NSCs wären Py'rai-Elfen und würden Questlinien innerhalb der Py'rai-Erzählung anbieten.[43]Margaret Krohn

Der Beitrag eines jeden Spieler wird mit dem entsprechenden Volk und anderen Faktoren makiert. Wenn eine Node aufsteigt, bestimmt das Volk dass am meisten beigetragen hat, den Stil und die Kultur der Node. Dieser Stil und Kulturwechsel kann bei jedem Stufenaufstieg statt finden. Wenn zum Beispiel eine Node auf Stufe 2 – Lager – aufsteigt und 51% der Beiträge von Ren’Kai kamen, wird die Node im Stil der Ren’Kai sein. Wenn die selbe Node zur Stufe 3 - Dorf – aufsteigt und Py’Rai 62% der gesammten Leistung beigetragen haben, dann ist die Node ein Py’Rai Dorf.[46]Margaret Krohn

Das Layout und der Stil einer Node wird durch viele Faktoren bestimmt:[47][48]

Das Node-System ist so konzipiert, dass diese in 18 verschiedenen Biomen existieren können, aber gleichzeitig die kulturellen Merkmale eines Volkes repräsentieren werden, die fester Bestandteil eines spezifischen Bioms sind.[49]Steven Sharif
Derzeit ist das Plattformsystem so konzipiert, dass es die Topografie der Stellfläche der Node unabhängig vom umgebenden Terrain anpassen kann. Der Grund dafür ist, dass wir bei der Gestaltung des Node-Layouts flexibel sein wollen, und zwar sowohl aus ästhetischer Sicht als auch aus mechanischer Sicht mit den Node-Belagerungen - wie sie aufgebaut sind, und diese Bauweise sollte in der Lage sein, eine Vielzahl verschiedener Arten von Topografien zu berücksichtigen. Das heißt, es sollte nicht von der Umgebung abhängig sein. Das heißt aber nicht, dass die Umgebung nicht einen gewissen Einfluss haben wird. Wir experimentieren zum Beispiel ein wenig mit der Plattformtechnologie und stellen eine Node an die Seite eines Berges, am Rande einer Klippe oder an einem Standort, der eine schöne Aussicht bietet. Das sind natürlich Dinge, die wir ausprobieren werden, während wir weiter am Node-Tool arbeiten und daran, wie das Plattformsystem funktioniert, aber die Idee ist, dass die Nodes unabhängig vom umgebenden Terrain sind.[50]Steven Sharif
Einige Teile werden durch das Gebiet bestimmt, in dem sie sich befinden. Einige Teile werden durch den Typ bestimmt, der sie ist. Einige Teile werden durch die Völker bestimmt, und der Rest wird vom Bürgermeister bestimmt.[48]Jeffrey Bard
Alle Nodes, unabhängig davon, ob sie mit einer Burg oder mit einer normalen Node-Struktur verbunden sind, unterliegen kulturellen Einflüssen, die sich auf die gebauten Gebäude und die vorhandenen NPCs auswirken.[55]Steven Sharif
  • Der Rest wird vom Bürgermeister bestimmt.[48]
    • Es wird möglich sein, dass eine Node mehrere Bauprojekte innerhalb der einmonatigen Amtzeit eines Bürgermeisters fertig stellt.[56]
Q: Wie lange werden die Spieler im Durchschnitt brauchen, um einen Node komplett von der Wildnis bis zur Metropole zu bewohnen/auszubauen?
A: Es ist eine Sache, eine Node auf ein bestimmtes Niveau zu bringen: es ist eine andere Sache, diese Node weiter zu entwickeln; und ich kann dir nicht wirklich eine Durchschnittsvorhersage geben, weil eine Menge Variablen im Spiel sind. Es geht darum, wie viele Bürger die Node angezogen hat; welche Art von Verkehr die Node anzieht, basierend auf Dingen wie seinen Steuersätzen oder der Spezialisierung, die sie gewählt hat, basierend auf den Gebäudetypen, die sie gebaut hat. All diese Dinge sind Variablen, die die "durchschnittliche Ausbaudauer" einer bestimmten Node beeinflussen können. Es ist also schwierig, einen Durchschnittswert anzugeben, wenn es so viele Variablen in diesem Bereich gibt. Aber die Idee ist, dass wenn es ein bestimmtes Projekt gibt, an dessen Entwicklung die Spieler interessiert sind, basierend auf der Node-Stufe, dass sie die Möglichkeit haben, mehrere dieser Projekte innerhalb einer einzigen Amtszeit eines Bürgermeisters abzuschließen; und eine Amtszeit eines Bürgermeisters ist ein Monat.[56]Steven Sharif

Spieler-Stände

Niküan player stall concept art.[57]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[57]

Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[59], in Marktplätze (the constructible building available for placement by mayors of any Stadt (Stufe 4) node or higher), or as business buildings on freehold plots.[60][61]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[61]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[62]

  • Player stalls are rentable by node citizens.[63]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[62]
  • Player stalls are linked to a player's warehouse.[64]
  • Player stalls do not require the attendance of the character or for that character to be online.[63]
    • An attendant NPC is assigned to the stall.[64][62] This may be an "image" of the player.[65]
  • Players are able to input required items for repair and also purchase required materials for that repair.[66]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[67]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[68]
  • Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[65]
    • These give the location of the stall so players can travel there and purchase the items.[65]
  • Stall sales are also listed in auction houses.[69]
    • This may no longer be accurate.[70]

Bankwesen

Nodes entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie den Verkauf von Waren oder die Lagerung von Gegenständen.[71]

Tag-/Nacht-Zyklus

Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[75]

  • Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[76]
  • NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[75]
  • Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[75]

Fünfzehn Minuten können im Spiel eine Stunde sein.[77]

Transportation of goods

Alpha-2 materials inventory user interface.[78]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[79]Steven Sharif

Inventar capacity has quantity (stacking) limits based on the type of item.[80][81] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[82][83]

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.[87]Steven Sharif
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[78]Alex Khudoliy
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.[87]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[80]
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.[80]Steven Sharif
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.[95]Steven Sharif
  • Inventories will be able to be sorted.[79]
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.[86]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[96]

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[98]

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.[98]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[99][100]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[99][101][102][103]
    • Higher frequency of AoE attacks depending on how many players are participating.[101]
    • Unlock rage, recovery effects and buffs.[104][101]
    • Supporting other monster types or classes nearby.[104]
    • Additional adds and add classes.[101]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[34]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[105]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[99]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[106]

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 with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of 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.[106]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[107][108][109]

  • Each wave is more difficult than the last.[109]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[110]
  • Monstermünzen enable players to join the game as part of the horde.[109]

Horde mode will include adaptive AI boss mechanics.[108] Rewards are obtained dependent on progress against these NPCs.[111]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[111]Steven Sharif

Horde mode is specifically for testing.[111]

It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[111]Steven Sharif

Bevölkerungsbasierte Skalierung

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[112]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[112]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[112]Jeffrey Bard

Kunstwerke

Siehe auch

Einzelnachweise

  1. Liveübertragung, 2020-02-28 (47:45).
  2. Liveübertragung, 2020-07-31 (1:54:45).
  3. Interview, 2021-02-07 (31:37).
  4. 4.0 4.1 Liveübertragung, 2024-02-29 (53:17).
  5. 5.0 5.1 5.2 Interview, 2023-07-09 (1:32:45).
  6. Liveübertragung, 2022-03-31 (1:13:00).
  7. Interview, 2020-07-08 (57:46).
  8. Liveübertragung, 2019-11-22 (17:59).
  9. 9.0 9.1 Podcast, 2021-04-11 (15:55).
  10. 10.0 10.1 10.2 Liveübertragung, 2023-07-28 (1:19:55).
  11. 11.0 11.1 11.2 Liveübertragung, 2023-02-24 (1:22:04).
  12. Liveübertragung, 2021-12-23 (1:26:36).
  13. 13.0 13.1 npc rep.jpg
  14. 14.0 14.1 14.2 14.3 Liveübertragung, 2021-03-26 (54:26).
  15. Liveübertragung, 2020-07-31 (1:45:40).
  16. Liveübertragung, 2020-06-26 (1:14:42).
  17. 17.0 17.1 Liveübertragung, 2017-05-26 (24:33).
  18. Video, 2023-05-31 (4:17).
  19. Video, 2023-05-31 (5:01).
  20. 20.0 20.1 Liveübertragung, 2021-06-25 (1:28:02).
  21. Interview, 2023-09-10 (28:15).
  22. 22.0 22.1 Liveübertragung, 2022-05-27 (1:00:23).
  23. Liveübertragung, 2023-01-27 (1:10:12).
  24. 24.0 24.1 24.2 Liveübertragung, 2023-05-31 (43:04).
  25. Liveübertragung, 2023-05-31 (40:52).
  26. Video, 2022-06-30 (24:18).
  27. jqWtRci.png
  28. 28.0 28.1 Liveübertragung, 2023-05-31 (45:26).
  29. Types of Events on Verra.
  30. Liveübertragung, 2017-11-17 (29:45).
  31. 31.0 31.1 31.2 31.3 31.4 Liveübertragung, 2024-02-29 (3:12).
  32. 32.0 32.1 32.2 Liveübertragung, 2023-11-30 (1:36:32).
  33. 33.0 33.1 Liveübertragung, 2018-06-04 (29:28).
  34. 34.0 34.1 Liveübertragung, 2022-02-25 (1:03:32).
  35. 35.0 35.1 35.2 35.3 Interview, 2018-10-20 (2:22:09).
  36. Liveübertragung, 2018-04-8 (AM) (25:12).
  37. Forums - Livestream Q&A - May 31, 2023.
  38. Liveübertragung, 2018-04-8 (AM) (24:14).
  39. 39.0 39.1 39.2 Liveübertragung, 2022-03-31 (4:57).
  40. steven-lore-languages.png
  41. What languages will Ashes of Creation be in?
  42. 42.0 42.1 Liveübertragung, 2017-05-04 (15:15).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 43.7 43.8 Blog - Know Your Nodes - The Basics.
  44. 44.0 44.1 Know Your Nodes: Economic Node Type.
  45. 45.0 45.1 Liveübertragung, 2021-08-27 (1:19:43).
  46. 46.0 46.1 46.2 Blog - Know Your Nodes - Advance and Destroy.
  47. 47.0 47.1 47.2 Liveübertragung, 2020-10-30 (39:17).
  48. 48.0 48.1 48.2 48.3 48.4 48.5 Liveübertragung, 2018-09-27 (53:06).
  49. 49.0 49.1 Liveübertragung, 2022-02-25 (41:00).
  50. 50.0 50.1 Liveübertragung, 2021-02-26 (1:12:18).
  51. Podcast, 2021-04-11 (29:47).
  52. Interview, 2018-05-11 (54:34).
  53. Liveübertragung, 2017-05-26 (21:23).
  54. Podcast, 2021-04-11 (23:36).
  55. 55.0 55.1 Interview, 2018-05-11 (47:27).
  56. 56.0 56.1 Liveübertragung, 2022-07-29 (1:13:09).
  57. 57.0 57.1 Ashes of Creation Instagram, 2020-08-19.
  58. Liveübertragung, 2020-05-29 (1:00:57).
  59. Liveübertragung, 2019-05-30 (1:26:16).
  60. Liveübertragung, 2023-06-30 (25:05).
  61. 61.0 61.1 Interview, 2020-07-08 (55:05).
  62. 62.0 62.1 62.2 Liveübertragung, 2017-05-10 (16:36).
  63. 63.0 63.1 steven-player-stalls-shops-online.png
  64. 64.0 64.1 Liveübertragung, 2020-10-30 (1:04:59).
  65. 65.0 65.1 65.2 Liveübertragung, 2017-05-10 (35:16).
  66. player stall repair.png
  67. Liveübertragung, 2020-10-30 (1:06:09).
  68. Liveübertragung, 2017-10-16 (59:39).
  69. steven-player-stalls-shops.png
  70. Liveübertragung, 2020-07-31 (1:34:06).
  71. Npc vending.jpg
  72. Liveübertragung, 2019-06-28 (1:23:31).
  73. Liveübertragung, 2018-04-8 (AM) (23:18).
  74. Ashes of Creation - Screenshots.
  75. 75.0 75.1 75.2 Liveübertragung, 2017-05-12 (57:41).
  76. day cycle.jpg
  77. time.jpg
  78. 78.0 78.1 78.2 Video, 2023-11-30 (30:19).
  79. 79.0 79.1 79.2 Twitter - Steven Sharif - Spatial inventory slots.
  80. 80.0 80.1 80.2 80.3 Liveübertragung, 2023-02-24 (54:55).
  81. Liveübertragung, 2020-05-29 (1:27:18).
  82. Video, 2023-11-30 (13:38).
  83. inventory backpack.png
  84. Liveübertragung, 2023-02-24 (22:57).
  85. 85.0 85.1 85.2 Liveübertragung, 2020-07-25 (1:14:13).
  86. 86.0 86.1 86.2 Liveübertragung, 2023-11-30 (1:29:18).
  87. 87.0 87.1 87.2 87.3 87.4 Liveübertragung, 2023-06-30 (1:24:42).
  88. Liveübertragung, 2023-06-30 (46:17).
  89. Video, 2023-06-30 (8:54).
  90. Podcast, 2023-07-15 (22:57).
  91. 91.0 91.1 91.2 Interview, 2023-09-10 (47:13).
  92. Liveübertragung, 2023-02-24 (46:15).
  93. Liveübertragung, 2021-11-19 (40:53).
  94. Liveübertragung, 2023-11-30 (1:34:08).
  95. 95.0 95.1 Liveübertragung, 2022-07-29 (1:17:33).
  96. Liveübertragung, 2017-07-18 (44:57).
  97. Liveübertragung, 2017-05-22 (40:41).
  98. 98.0 98.1 Liveübertragung, 2021-06-25 (21:24).
  99. 99.0 99.1 99.2 Interview, 2023-09-10 (34:51).
  100. About Ashes of Creation.
  101. 101.0 101.1 101.2 101.3 Interview, 2021-06-13 (22:20).
  102. Liveübertragung, 2017-07-28 (43:57).
  103. Liveübertragung, 2017-05-05 (11:55).
  104. 104.0 104.1 Liveübertragung, 2022-07-29 (1:23:56).
  105. Liveübertragung, 2018-04-8 (PM) (3:56).
  106. 106.0 106.1 106.2 106.3 106.4 Podcast, 2018-05-11 (24:23).
  107. Interview, 2018-08-24 (13:17).
  108. 108.0 108.1 Newsletter, 2018-08-7
  109. 109.0 109.1 109.2 109.3 Liveübertragung, 2018-09-01 (54:06).
  110. Liveübertragung, 2018-08-17 (30:29).
  111. 111.0 111.1 111.2 111.3 111.4 111.5 111.6 111.7 Interview, 2018-08-08 (4:00).
  112. 112.0 112.1 112.2 Liveübertragung, 2018-06-04 (39:15).