Servers

Fonte: Ashes of Creation Wiki
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The world 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.[1]

There will be a multitude of servers located throughout the various regions of the world.[3]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[3]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[3]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[3]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[4][5]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[12]Steven Sharif

Other server regions will be considered based on interest.[6][5]

  • South America is under consideration due to traffic from that region.[13]

Once we get closer to launch we'll update this information, which may include additional regions.[6]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[14]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[15]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[15]Margaret Krohn

Server population

Population limits will be enforced on each server.[16]

  • Around 8-10k concurrent users per server is projected.[17][12][18][19]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[20]
    • This limit will increase over time to around 50,000 registered accounts per server.[20][21][22]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[22]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[21][23]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[24]

Population based scaling

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.[25]

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.[25]

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.[25]Jeffrey Bard

Server-wide announcements

Goblins attacking a [[{{{2}}}]] (estágio 4) node due to a triggered event.[26][27]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[28]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[28][29]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[28]

  • Local events
    • Local events (such as caravan PvP)[33][34][35] may prompt players via the UI asking if they wish to participate or not.[28]
    • Other local events may offer audible or visual cues without any UI notifications.[28]
    • Local events that have not been addressed may start to expand regionally or even globally.[28]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[28]Steven Sharif

[[{{{2}}}]] (estágio 1) and

[[{{{2}}}]] (estágio 2) nodes will announce within proximity of the node.[36]

[[{{{2}}}]] (estágio 3) nodes will have region-wide announcements.[36]

[[{{{2}}}]] (estágio 4) and higher will likely broadcast world-wide.[36]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[32]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[28][29]

Server history

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

The history of each server will be tracked and visible to players in a node's library.[39][40]

  • This design may have changed.[41]
We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[40]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[42]

Server instancing

There won't be server channels (sharding) on a server.[43][44]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[45]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[46]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[47]

  • No loading time or loading screens between regions.[47]

There will be an approximately 80/20 split between open world vs instanced encounters.[48][49][46][50][51]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[48][52][49]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[49]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[53]
  • Masmorras and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[54] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[49][55] Outside of these and arenas there will not be too much instancing anywhere else.[47]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[56]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[47]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[58][49][59]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[58][49]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[58][49][56]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[56]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[49]Steven Sharif

PvP Arenas

As arenas são cenários de Pvp instanciados e não fazem parte do PvP de mundo aberto.[61]

Server vs server

O sistema de arena poderá suportar o combate cross-server, ou entre servidores.[67]

  • Poderá haver competições mensais onde o servidor vencedor e a equipe vencedora recebem buffs benéficos para o mês.[69]

Definitivamente, gostamos de jogo cross-server. Eu acho legal porque é algo em que os jogadores podem participar.[70]Steven Sharif

Quando você está falando especialmente de jogos de Arena, um servidor pode não ser capaz de suportar isso dependendo do que está acontecendo com ele, mas juntando todos os servidores daí temos muitos jogadores para parear.[70]Jeffrey Bard

Server types

  • There won't be separate PvE and Pvp servers but some servers may be more PvP focused than others.[71][72][73]

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[75]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[75]Steven Sharif

Server transfers

Server transfers, outside of server merges, will not be possible initially.[82][83]

  • The developers intend to assess the impact on housing and other systems closer to launch.[83]

Testing server wipes

Alpha and Beta servers will be wiped prior to launch.[84]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[87]Steven Sharif

Ver também

Referências

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