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Alpha island

Fonte: Ashes of Creation Wiki
Revisão em 20h42min de 29 de dezembro de 2020 por Lex (discussão | contribs) (→‎Alpha-1)

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Map of Alpha-1 testing zone.[1][2] Crédito da imagem: Axiom: Angelcry

The Alpha One map including nodes, dungeons, quest givers, POI, teleporters, and camps will be explorable! Note that this is only a small portion of the world of Verra.[3]

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[4]

This is a rather large tropical area; and what we use some of the creatures for is establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[5]Jeffrey Bard

Alpha-1 testing took place in a zone to the north west of the world map.[6] This zone has many islands and a mainland area.[7]

Alpha-1 nodes

Existirão 103 locais regulares de Bases no lançamento, com 15 Bases de castelo adicionais (5 castelos x 3 bases de castelo para cada um)[18][19][20], somando 118 bases.[21][22]

Mapa de mundo

Updated Ashes of Creation map.[23][24]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[24]Steven Sharif

Alpha-2 work-in-progress map UI.[25]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[26] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[27]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[27]
  • Not every server will share the same map, as player decisions will vary between servers.[33][34][29]
Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[36]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

World size

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 Underrealm.[24]

  • The reason given for expanding the map size was to better accommodate Naval content and to reduce the overall content density in the world.[24]
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.[24]Steven Sharif
  • The shape of the continents has also changed and two new large islands have been introduced.[24]

Áreas iniciais

Alpha-1 early preview starting area.[44]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[45]Steven Sharif

Áreas iniciais (starting zones) are located in the ruined cities of the four ancient races of Verra.[46]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[47] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[54]
    • These settlements are designed to acclimatize new players entering the world.[54]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[45]

A problem that a lot of MMOs have is that those starting areas become just vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[55]Steven Sharif

Divine gateways

Empyrean divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[56]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[46]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[59]Jeffrey Bard

Alpha-1

Alpha-1 Teaser.[60]

This is a true development alpha. This is not a marketing alpha; and what that means is as you know part of the process here in developing Ashes of Creation is being open with that development so you guys can see that progress; and it is a double-edged sword. There are going to be a spectrum of people that exists who are very involved with the game's development and those who are just completely at an arm's length away in understanding the process; and they may look at alpha one- the people who don't really understand the development process or haven't been a part of it- they may look at it and they may think oh you know this is trash, looks like trash, you know whatever it's the end-product. But at the end of the day what's important for us and what yields the best possible product is for us to include as much as possible the community in that development process with no NDA so that you guys give valuable feedback; and as we go through the iterative process in further defining the game and fleshing out that content were doing so with the player in mind and their voice in our ear. That is I think one of the key distinguishing factors between our development and many developments that you guys may have seen in the past.[61]Steven Sharif

Alpha-1 preview ancients mobs.[62]

What this experience for Alpha one is going to be- that month-long experience- it is not intended to be a content experience... It is not intended to be a game experience. It is not intended to be a fully-fledged content experience. So keep that in mind.[63]Steven Sharif

Alpha-1 was a testing release of the Ashes of Creation MMORPG.[65]

  • Personagens
    • Progressão to level 15.[67][68]
      The composition of class skills or archetype skills has to tread a fine line between two roads: One we wanted to be representative of skills not just that would traditionally be found 1 through 15 but we're actually introducing some skills that might be found later, because we want to test those particular ideas and how the skill functions.[67]Steven Sharif
    • Criador de personagens (basic).[69][70][71][72]
  • Raças
    • 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[77][70]
      A lot of times people ask well why haven't we seen the other races and stuff? We want to establish the quality bar and process with these races first and then when we move into further content production for the other races we have have those pipelines in place and we have the processes in place and we know how to approach them.[78]

The weapon attack is an important component of the combat system, so we want to make sure that as we're doing this combat revamp that we are essentially taking into consideration player feedback and sentiment about how they want a reactive and more mobile weapon attack system.[79]Steven Sharif

[[{{{2}}}]] (estágio 3).[82][72]

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Alpha-1 availability

Pre-order pack upgrades are possible for current pack holders for the difference in price.[102][103][104] Upgrades to Kickstarter and Crowdfunding do verão packs are also available in the store for the difference in package price.[105]

Coastal nodes

Pre-alpha naval concept.[108]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[109]Steven Sharif

There will be nodes along the coast and on islands.[110]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[110]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[109]
  • The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[111]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[112]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[113]Steven Sharif

Arte

Ver também

Referências

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