NPCs

Fonte: Ashes of Creation Wiki
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NPCs come and go as required by game mechanics, such as node progression.[3]

  • Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[4]

Where we place the NPC rotations that are relevant- those would be kind of 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.[4]Steven Sharif

Elite monster 3D render.[5]

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 kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of 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.[5]Steven Sharif

Goblin 3D render by Chris Atkins.[6]

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.[7]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.[8]

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.[8]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.[9]Steven Sharif

NPC types

NPC races

NPC racial interaction

NPCs are going to react differently to different tags on a character.[10]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.

Racial influences

Alpha-1 Vilarejo node layout.[11]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[12]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zona de influência.[13][14]

  • These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.[13]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[15]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[15]Steven Sharif

NPC variants

There will be variants of the monthly cosmetics for NPCs and Mobs.[17][18]

We've mentioned this before about what the cosmetics do, but all of those [pre-order pack] items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[19]Margaret Krohn

Reputation

Good actions, such as participating in civilization building, may result in that character gaining positive Node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[20]

  • NPCs may react differently to players based on their node reputation.[20][21]
    • This might result in higher prices (for goods or services sold at that node).[20]
    • NPC guards will kill corrupted players on sight.[22]
    • NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[23]
  • Negative reputation may also open up certain quest lines that the darker, seedier side of the world are interested in.[20]
  • Excessive negative reputation may cause a character to be deemed "enemy of the state" of a node.[20]

The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed kind of a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[20]Steven Sharif

NPC perception

There are different perception modes for different NPCs.[26]

The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[26]Jeffrey Bard

Voice acting

NPCs will have voice acted audio greetings.[27][28]

  • Narrated quest lines are not currently planned.[27]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[27]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[27]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[29]Steven Sharif

NPC languages

Languages in Ashes of Creation may refer to:

  • Language-specific lexicons in the game from a lore and immersion standpoint. These do not have real player-to-player implications.[30]

Tipos de Base

Bases existem por todo o mundo e a localização de uma certa base definirá seu tipo; mas esse tipo será...visto no estágio inicial de desenvolvimento, quando uma base se espalhar em tempo real no mundo; são basicamente esses PNJs, esses mercadores, que vem até uma área e oferecem seus serviços/abrem lojas ou o que seja. Você vai ver o estilo da base através desses mercadores. Então se for uma base militar, verá pessoas militares. Se for...uma base mercantil, verá mercadores. Se for científica, verá sábios; e se for uma base divina, verá sacerdotes e clérigos. Então os jogadores terão um entendimento claro do tipo de base que querem progredir.[32]Steven Sharif


Bases podem ter um de quatro (4) tipos de bases, cada um com suas especializações únicas.[33]

  • Os jogadores conseguirão identificar o tipo de base em seu primeiro estágio de desenvolvimento (Expedição) com base na população de PNJs.[32]
Tipo de Base.[33] Especialização.[33] PNJs.[33]
Bases Divinas Se especializam na Fé e na melhoria de equipamentos/habilidades Sacerdotes
Bases Mercantis Se especializam em Comércio and mercadores Mercadores
Bases Militares Se especializam em treinamento de combate e de classes Guardas
Bases Científicas Se especializam em construções e artesãos Sábios

Ashes of Creation permite que você, jogador, decida o destino do mundo ao seu redor. Com cada Tipo de Base, você altera o fluxo de recursos e bens no mundo. Você ajudará a criar a maior Metrópole Mercantil e a guiar as riquezas de Verra, ou escolherá um outro caminho, com novas histórias repletas de aliados e inimigos?[34]


Os Tipos de Bases são predeterminados e iguais em todos os servidores.[33]

Por exemplo, se uma Base Científica Estágio 4 for destruída, se tornará uma Base Científica Estágio 0. Ela nunca será de um tipo além de Científico. A localização desses Tipos tem relação com as influências da área ao redor da Base.[33]Margaret Krohn

Os Tipos de Bases afetam diversos serviços e sistemas a cada estágio de evolução de Base.[33]

Quiósques de jogador

Quiosques de jogadores (também chamados de vendas e tendas de aluguel) são áreas locáveis próximas à edificação única em uma base mercantil[37] ou em Mercados (a edificação "construível" que prefeitos podem instalar em qualquer base Cidade (estágio 4) ou maior.[38]

Todas as bases tem a habilidade de criar quiosques de jogadores. Se você não é de uma base mercantil e não tem um empório - sua edificação única - então você pode construir um o que eu chamaria de um mercado; e esse mercado virá com um certo número de serviços e um certo número de quiosques. Se bem me lembro, uma base mercantil tem a habilidade de construir uma casa de leilão, que oferece a possibilidade de listar e vender itens, e esse tipo de base também inclui mais espaço para quiosques de jogadores.[38]Steven Sharif

Alugar um quiosque de jogador permite que os jogadores vendam itens e disponibilizem serviços de reparo e encantamento, mesmo que não estejam online.[39]

  • Quiosques de jogadores poderão ser utilizados por um período de tempo, dependendo do preço pago ao alugar o quiosque.[39]
  • Um atendente será responsável pelo quiosque.[39]
    • Esse PNJ poderá ter a "imagem" do jogador.[40]
  • Quadros de mensagens que listam os itens disponíveis em quiosques de jogadores podem ser acessados de qualquer lugar na região.[40]
    • Eles oferecem a localização do quiosque para que os jogadores possam viajar até lá e comprar os itens.
  • Itens de quiosques também serão listados em casas de leilão.[41]
  • Os jogadores poderão colocar os itens que precisam de reparo e também comprar os materiais necessários para o mesmo se o quiosque estiver vendendo.[42]
  • Os jogadores não podem ser atacados enquanto ocupam um quiosque.[43]
  • Quiosques de jogadores podem ser alugados por cidadãos de uma base.[41]

Quiosques de jogadores são diferentes de lojas pessoais e casas de leilão.[41]

Banking

Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[44]

Day and night cycle

Early Alpha-1 dynamic lighting example.[47]

This has been some of the work done on the dynamic aspect of not just the clouds and the skyline, but also the different times of days that will be experienced through the world... We are not going with a 'baked' lighting aspect; we're going with a dynamic lighting aspect. So it can be a little bit costlier, but at the same time it really adds a type of mood that you would come to expect with the aesthetic you are seeing here in a game like Ashes of Creation.[48]Steven Sharif

There is a day/night cycle in Ashes of Creation.[50][51]

Fifteen minutes may be one hour in game time.[53]

Transportation of goods

Personal inventory limits[55][56] are tied to a backpack.[57] Material and gatherable items are subject to quantity rather than weight limits. Caravanas and Mulas are intended to be the primary mode of transportation of goods beyond these limits.[58][59]

  • Mulas can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[60]
  • Caravanas will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[61]
    • In addition to expanded inventory capacity, caravans also provide ancillary benefits relating to successfully completing trade routes and other quests.[62]

Inventário capacity will be relatively limited for new characters.[62]

  • Inventário expansion and weight management training certificates are available in the Galleria at Cidade stage economic nodes.[62][34]
  • A player's inventory has sections for different types of items. Quest items for example will not fill a player's regular inventory capacity.[62]

Item stacks will in general have quantity limits based on the type of item.[58]

  • The stacking limit of potions might be one hundred. The stacking limit of food items might be 999 or 1000.[58]

Artificial intelligence

Jermaine Torment of Illwind boss mob.[63]

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.[63]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[64]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[65]
  • Bosses are scripted and make decisions dynamically during boss fights.[66]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[67]
  • Certain AI behaviors might activate based on progress within an encounter.[68]
    • Higher frequency of AoE attacks depending on how many players are participating.[68]
    • Unlock rage, recovery effects and buffs.[68]
    • Additional adds and add classes.[68]

There are AI systems that don't relate to controlling NPCs.[69]

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 you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know 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.[69]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.[70][71][72]

  • Cada onda de inimigos é mais difícil que a anterior.[72]
  • 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.[73]
  • Moedas do monstro irão permitir que jogadores entrem no jogo como parte da horda inimiga.[72]

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[74]Steven Sharif

O Horde mode é especificamente para teste.[74]

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[74]Steven Sharif

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.[75]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[75]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of 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 you know 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.[75]Jeffrey Bard

Arte

Ver também

Referências

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