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Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[2][3]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[2][4][5][6]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[9]
- 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.[2] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[10]
- 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.[10] – Steven Sharif
Gerenciador mundial
O Gerenciador Mundial é um algorítmo em Ashes of Creation responsável por controlar elementos dinâmicos do mundo. Ele age como um sistema tanto limitador como incentivador para diversas atividades, com o objetivo de garantir que certos parâmetros estejam dentro de limites aceitáveis.[11]
- Preços de certificados de caça.[12]
- Um mapa de atividade da experiência recebida para ser usada na evolução de base.[12]
- Movimentação de recursos e bens entre regiões para incentivar recompensas de missões nas bases.[12]
Por exemplo, se você sabe que o ferro está sendo usado como um recurso primário na fabricação de certos itens, isso pode aumentar o preço da prata ou do mithril; isso pode incentivar o mercado a se corrigir um pouco. A ideia é oferecer pequenos incentivos para ajudar a aliviar a demanda e também aumentar a oferta que pode não estar presente nos sistemas econômicos.[12] – Steven Sharif
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[14][15] This content adapts to the node progression of the zone it is in.[13][16]
- Additional buildings will spawn.[13]
- Additional mobs will spawn.[13]
- Different antagonists/leaders with different story lines.[13][16]
- Populations will change.[16]
- Content difficulty will change.[16]
- The content may be different altogether.[16]
- Additional quest hooks.[13]
- Masmorras will be unlocked when certain nodes advance to certain stages.[17]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[17]
- POI events are events that relate to specific points-of-interest (POI).[21]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[22]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[17]
Raid strategies
Raids will have elements that can be pre-planned.[23]
Raids will also have dynamic elements that can change from session to session.[23]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[23]
- Variables are manifested based on node progression.[23]
- The number of metropolis nodes developed.[23]
- The types of metropolis nodes developed.[23]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[23]{{ndash|Steven Sharif}
Player driven narrative
The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[25]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[26]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[27]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[28] – Steven Sharif
Ashes of Creation Apocalypse horde mode
Ashes of Creation Apocalypse horde mode é um modo de jogo do Ashes of Creation Apocalypse teste onde 50 jogadores defendem uma cidade contra ondas de NPCs e monstros controlados por jogadores.[29][30][31]
- Cada onda de inimigos é mais difícil que a anterior.[31]
- Entre rodadas, os jogadores ganham experiência, dinheiro e armas para levarem de volta ao seu lado para se defenderem contra a próxima onda de inimigos.[32]
- Moedas do monstro irão permitir que jogadores entrem no jogo como parte da horda inimiga.[31]
- O modo de horda irá incluir boss com mecanicas de IA adaptativa.[30] Rewards are obtained dependent on progress against these NPCs.[33]
- Moedas para melhorias para o seu personagem.[31]
- Cosméticos.[33]
- Verões de Pet de NPCs derrotados.[33]
O modo Horda incluirá absolutamente mecânicas de boss, por isso algumas das ideias por detrás disso terão um modo de onda de uma variedade de NPCs provavelmente incluirá também alguns cosméticos obtidos nesse modo, dependendo de até onde se pode chegar e esses cosméticos incluirão animais de estimação dos NPCs que enfrentar, por isso, como uma pequena versão em miniatura dos NPCs e iremos actualizá-los também, que terá no MMO[59] - Steven Sharif[33] – Steven Sharif
O Horde mode é especificamente para teste.[33]
- Testando o blackboard para a IA.[33]
- NPCs com o IA adaptavel foca:[33]
É uma forma que pensámos que seria divertido implementar a mecânica da IA que estamos querendo implementar. Testando o blackboard para a IA. Ser capaz de ter tipos variáveis de NPCs que têm papéis quer seja como um atirador furtivo, ranged, melee, boss, heróico que conhece tipo de focos diferentes de IA para esses monstros durante situações interessantes[33] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 Transmissão ao vivo, 2021-06-25 (21:24).
- ↑ 2.0 2.1 2.2 Entrevista, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 4.0 4.1 4.2 4.3 Entrevista, 2021-06-13 (22:20).
- ↑ Transmissão ao vivo, 2017-07-28 (43:57).
- ↑ Transmissão ao vivo, 2017-05-05 (11:55).
- ↑ 7.0 7.1 Transmissão ao vivo, 2022-07-29 (1:23:56).
- ↑ Transmissão ao vivo, 2022-02-25 (1:03:32).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (3:56).
- ↑ 10.0 10.1 10.2 10.3 10.4 Podcast, 2018-05-11 (24:23).
- ↑ Entrevista, 2020-07-19 (1:10:55).
- ↑ 12.0 12.1 12.2 12.3 Entrevista, 2020-07-19 (1:08:22).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Transmissão ao vivo, 2021-03-26 (50:33).
- ↑ Transmissão ao vivo, 2021-03-26 (22:53).
- ↑ Transmissão ao vivo, 2017-11-17 (36:22).
- ↑ 16.0 16.1 16.2 16.3 16.4 Transmissão ao vivo, 2017-11-17 (18:29).
- ↑ 17.0 17.1 17.2 17.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Transmissão ao vivo, 2020-07-25 (46:08).
- ↑ Transmissão ao vivo, 2022-04-29 (40:21).
- ↑
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Podcast, 2018-07-09 (22:24).
- ↑ Vídeo, 2023-03-31 (28:11).
- ↑ Transmissão ao vivo, 2017-05-19 (37:03).
- ↑ Transmissão ao vivo, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmissão ao vivo, 2017-05-22 (28:02).
- ↑ Entrevista, 2018-08-24 (13:17).
- ↑ 31.0 31.1 31.2 31.3 Transmissão ao vivo, 2018-09-01 (54:06).
- ↑ Transmissão ao vivo, 2018-08-17 (30:29).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Entrevista, 2018-08-08 (4:00).