Missões

Fonte: Ashes of Creation Wiki
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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Quests in Ashes of Creation are divided into three categories: Events, Tarefas and Narrative quests.[3][4][5]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[5]

Questing will be placeholder until Alpha-2.[7][8]

List of quests

Quest Location Quest giver XP reward Steps
A Mountain Hike Sir Jansen 5,200 7
A New World Alpha-1 starting area Given by default 10 1
A Place Like No Other Alpha-1 starting area Sergeant Landry 1,700 2
Aiding the Order Alpha-1 starting area Jhal 350 2
Arrows to the Corporal Alpha-1 starting area Lieutenant Griori 10 3
Becoming Skilled Alpha-1 starting area Lieutenant Griori 10 2
Cave Survey Alpha-1 starting area Corporal Cuhlum 4,000 4
Crafting a Sword Alpha-1 starting area Blacksmith 3,000 8
Crafting a Wand Alpha-1 starting area Blacksmith 3,000 8
Finding a Foothold Alpha-1 starting area Given by default 65 3
Gather Nightbloom Alpha-1 starting area Eswyn 4,000 6
Hidden Inferno Alpha-1 starting area Lieutenant Griori 18,600 10
Honoring Ancestors Alpha-1 starting area Attendant Wynden 3,000 3
Lesson One: Zoology Alpha-1 starting area Scholar Rhea 2,400 7
Lesson Two: Botany Alpha-1 starting area Scholar Rhea 2,400 5
Magical Ice Alpha-1 starting area Olexia Fobrasna 18,600 4
Meet the Headmaster Alpha-1 starting area Lieutenant Griori 1,700 1
Narrative: A Burden to Bear, part I Near Ruins of Restless Spirits Mysterious Corpse 7,700 2
Narrative: A Burden to Bear, part II Changeling Girl 7,700 4
Prepare to Craft Alpha-1 starting area Blacksmith 10 2
Seeping Poison Alpha-1 starting area Headmaster Varus 18,600 3
Talking Shop Alpha-1 starting area Merchant 10 2
Task: Perimeter Patrols Alpha-1 starting area Lieutenant Griori 1,700 4
Task: Predator or Prey? Alpha-1 starting area Lieutenant Griori 1,700 2
The Apparition Alpha-1 starting area Location based 18,600 10
The Final Lesson Alpha-1 starting area Scholar Lodi 3,000 9
The Warrior's Prayer Alpha-1 starting area Attendant Wynden 3,000 5

List of quest givers

List of quest rewards

Item Icon Item type Rarity Level requirement Set
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15

Alpha-1 PvE content

PvE content in Alpha-1:

There's over 200 quests in the game right now. There's a bunch of dungeons. We've retooled all of the boss fights. Those dragons that you see in the siege are also in the world- part of the open-world too. There will be a slightly different- there are some extra mechanics in the siege versions versus the ones that are in the world, but there's plenty of cool things to get on both of them, so make sure you check them out and hunt them down.[9]Jeffrey Bard

Events

Corrupted area in Alpha-1, design by Mia DelCasino.[17]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[18]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[19] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[20] Events are public quests that are scaled to fit local, regional, and global needs.[5]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[5]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[24]

  • Events that are taken care of successfully have positive consequences.[5]
  • Events that reach a fail condition have negative consequences,[25][5], such as:
    • Natural disasters.[26]
    • Spawning of dragons.[25]
    • Hordes of zombies.[25]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[25][27][28]

There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[25]Steven Sharif

  • If events don't occur within a certain time period, they could occur randomly.[19]
  • There may be one-off events.[24]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[29]

Event types

Ashes of Creation will have seasonal events, quests, and holidays.[30]

Monster coin events

Moedas do monstro enable players to play as monsters within the event system. This ranges from playing friends as a horde of zombies, to becoming a massive dragon.[32]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[33]

Monster coin events are system spawned events.[34]

  • They are structured in a way to prevent groups from gaming the system.[34]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[35]
  • Server messages appear for players in the vicinity of these dynamic events.[36]
  • Drop tables are disabled for player controlled monsters.[37]
  • The Ancients are not going to be part of the monster coin system.[38]
  • Monster coins only allow a character to participate in events on their own server.[39]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[40]Steven Sharif

Tarefas

Tarefas are quests without excessive amounts of text.[41]

  • Tasks refer to node-based objectives that are narrative based.[41]
  • Tasks come and go in regional areas; and react to events in the world.[41]

Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).[5]

Narrative quests

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]

The world of Verra will be the same on each server, but Bases will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[42]

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.[24]

It kind of 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 know 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, you know it's incumbent upon you to manifest that in the game.[43]Steven Sharif

Story arcs

Story arcs drive one or more quest lines in Ashes of Creation.[44]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[45]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[46]

Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[45]Steven Sharif

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[47]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[48]

Missões de História

Missões de História podem ocorrer ao longo de múltiplos estágios. É possível falhar nesses estágios das missões.[49]

Haverão muitas missões diferentes com estágios no desenrolar da história; e esses estágios podem falhar. Você pode falhar uma história, o que é horrível se você parar pra pensar mas, ao mesmo tempo, é um risco que torna o seu investimento muito mais importante.[49]Steven Sharif

Epic/legendary quests

Epic and Legendary quests affect the narrative of the game.[4] These quests will unlock gated content.[51]

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[52]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[54]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[55]Steven Sharif

Discovery of legendary items will unlock further chapters of the Lore.[58]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[59]

A legendary weapon is easily distinguished by its visual appearance.[55]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[55]Steven Sharif

Legendary items are not intended to be temporary.[60]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[60]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[62]

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.[62]Jeffrey Bard

Daily quests

Daily quests will not be the same as past experiences.[63]

  • There will not be an obligation to log each day.[63]
  • Will likely not be RNG based.[63]
  • Focused around how changes in the world relate to a player's opportunities.[63]
  • Location matters due to the lack of fast travel.[63]

I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then you know if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur.[63]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[64]

  • There will be no "grindy" quests.[64]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[65]
  • The aspiration is to have more things to do in the game than a player has time to do.[64]

Missões Raciais

Missões poderão ser baseadas na raça de um personagem.[66]

Missões diferentes poderão ser relacionadas ao principal contribuidor cultural em uma base. Isso não travará nenhum conteúdo, mas dará um toque único às missões.[66]

Poderão haver até grupos diferentes de missões que existem para raças específicas, e mesmo que vocês estejam dividindo uma missão para matar um chefe, se você é um humano e eu, um elfo, eu terei uma jornada diferentes que potencialmente me levará em uma direção diferente da sua, mesmo que nossa missão inicial seja a mesma; e isso poderá ser relacionado à principal cultura que contribuiu em uma base, liberando diferentes jornadas para culturas que dividem a mesma dessa principal - não com o objetivo de travar conteúdos, mas sim de dar um toque especial para que não seja tudo igual.[66]Steven Sharif

A raça importa pois as narrativas têm caminhos que também sãoa influenciados de acordo com a principal cultura deuma base... Se você é um Niküa e está em uma base Niküa que é predominantemente Niküa, terá certos serviços ou habilidades como membro dessa raça que outras raças não poderão acessar... Talvez eles tenham missões narrativas alternativas, mas não terão missões específicas. Assim, essas missões específicas dos Niküa vão se relacionar a uma meta-narrativa que está presente no mundo, e os jogadores teerão um certo controle sobre essa meta-narrativa; e isso será beneficial ao seu povo pois erá liberar certos conteúdos que outras raças ainda não liberaram. Então existe um incentive para progredir de maneira a impedir o progresso da raça dominante.[67]Steven Sharif

Missões que são específicas de raça, título, ou clã serão menos de 10% do total de missões. 90% das missões serão iguais para todos os jogadores.[68]

NPC race

NPCs are going to react differently to different tags on a character.[66]

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

Class-specific quests

There will be class-specific quests in Ashes of Creation.[69]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[69]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[70]Steven Sharif

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[71]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[72]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[73]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[72]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[74]

Mayoral quests

Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[75]

Soloable quests

Questing may be individual and group oriented.[2]

Collection quests

There will be collection quests.[76]

Quest givers

Alpha-1 early quest giver nameplate indicator.[1]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[3]Steven Sharif

Quest giver NPCs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[3]

  • Quest givers are identified by a green shimmer on their nameplates.[3]

Quest markers

There will be subtle ways that players will acquire knowledge that something is to be done in an area.[77]

  • There are not going to be obvious quest markers such as question marks and exclamation marks telling players where to turn.

Quest sponsorship

Players can sponsor quests on a bulletin board.[78]

Removing player corruption

O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[80][81]

  • Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[82]
  • O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[80]
    Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[80]Steven Sharif
  • Quests podem ser utilizadas para reduzir o numero de abates (PK) de um jogador corrompido para que ele acumule menos pontos de corrupção no futuro.[83][82]
    • Faz parte do design uma busca religiosa sendo usada para reduzir diretamente a pontuação de corrupção.[84]
  • A duração da corrupção é reduzida nas bases militares.[85]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[86]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[86]Jeffrey Bard

Alpha-1 preview pirate themed dynamic point of interest flythrough.[86]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[86]Steven Sharif

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[87][88] This content adapts to the node progression of the zone it is in.[86][89]

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 scientific 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.[5]

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[90][91][92]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[24]Steven Sharif

Theft

There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[93][94]

  • There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[93][95]

That kind of emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- you know different people might rise up in the ranks of different societies and organizations.[95]Steven Sharif

  • Players are not able to be robbed while occupying their player stall inside the limits of a node.[96]

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[94]Steven Sharif

Lore

Ashes of Creation logo.[97]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[98]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[99]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[44]

These story arcs drive one or more quest lines.[44]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[101]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[102]Jeffrey Bard

Screenshots

Ver também

Referências

  1. 1.0 1.1 Vídeo, 2020-05-31 (6:25).
  2. 2.0 2.1 2.2 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 Vídeo, 2020-05-31 (5:25).
  4. 4.0 4.1 Transmissão ao vivo, 2017-05-15 (20:58).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 MMOGames interview, January 2017
  6. Transmissão ao vivo, 2021-09-24 (1:22:01).
  7. 7.0 7.1 Blog: Creative Director's Letter, October 16 2020
  8. 8.0 8.1 Newsletter, 7 August 2018
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Transmissão ao vivo, 2021-04-30 (41:18).
  10. Transmissão ao vivo, 2021-03-26 (42:28).
  11. Entrevista, 2021-02-07 (35:30).
  12. 12.0 12.1 steven-siege-zone.png
  13. 13.0 13.1 13.2 Transmissão ao vivo, 2021-03-26 (39:08).
  14. Podcast, 2021-04-11 (49:40).
  15. Blog: Creative Director's Letter, April 14 2021
  16. Vídeo, 2021-04-30 (13:02).
  17. Transmissão ao vivo, 2021-03-26 (23:33).
  18. 18.0 18.1 Podcast, 2021-04-11 (23:36).
  19. 19.0 19.1 Transmissão ao vivo, 2017-05-03 (46:18).
  20. kickstarter events.png
  21. Transmissão ao vivo, 2020-06-26 (1:29:06).
  22. Our immersive world - Environments.
  23. Transmissão ao vivo, 2017-05-08 (20:27).
  24. 24.0 24.1 24.2 24.3 Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  25. 25.0 25.1 25.2 25.3 25.4 Transmissão ao vivo, 2021-06-25 (1:13:30).
  26. Transmissão ao vivo, 2020-01-30 (1:32:12).
  27. Transmissão ao vivo, 2021-03-26 (50:03).
  28. Transmissão ao vivo, 2020-11-08 (12:47).
  29. Podcast, 2021-04-11 (54:35).
  30. Transmissão ao vivo, 2017-05-05 (40:36).
  31. Vídeo, 2017-05-25 (0:02).
  32. kickstarter monster coins.png
  33. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  34. 34.0 34.1 monster event spawned.png
  35. Transmissão ao vivo, 2017-05-26 (22:19).
  36. Transmissão ao vivo, 2017-05-03 (36:25).
  37. Transmissão ao vivo, 2017-05-03 (35:25).
  38. Podcast, 2020-11-15 (47:12).
  39. Transmissão ao vivo, 2021-06-25 (1:36:05).
  40. Podcast, 2020-11-15 (51:22).
  41. 41.0 41.1 41.2 Transmissão ao vivo, 2017-05-12 (42:17).
  42. Transmissão ao vivo, 2017-05-19 (37:03).
  43. Transmissão ao vivo, 2017-05-22 (28:02).
  44. 44.0 44.1 44.2 44.3 44.4 44.5 Transmissão ao vivo, 2018-01-18 (39:08).
  45. 45.0 45.1 Transmissão ao vivo, 2019-05-30 (1:18:16).
  46. Transmissão ao vivo, 2019-12-17 (1:10:30).
  47. Vídeo, 2018-04-05 (35:01).
  48. Transmissão ao vivo, 2017-10-31 (29:50).
  49. 49.0 49.1 49.2 Entrevista, 2018-10-20 (2:36:25).
  50. Transmissão ao vivo, 2020-07-25 (1:50:20).
  51. Transmissão ao vivo, 2017-05-08 (50:32).
  52. Entrevista, 2020-07-18 (1:00:15).
  53. Entrevista, 2020-07-19 (8:43).
  54. 54.0 54.1 54.2 54.3 54.4 Entrevista, 2020-07-20 (21:57).
  55. 55.0 55.1 55.2 55.3 Transmissão ao vivo, 8 April 2018 (PM) (55:49).
  56. Transmissão ao vivo, 2020-07-25 (46:08).
  57. Transmissão ao vivo, 2021-03-26 (1:02:06).
  58. Transmissão ao vivo, 2017-05-19 (44:18).
  59. Transmissão ao vivo, 2017-05-15 (38:08).
  60. 60.0 60.1 Transmissão ao vivo, 2018-07-09 (25:34).
  61. Transmissão ao vivo, 8 April 2018 (PM) (51:49).
  62. 62.0 62.1 Entrevista, 2018-04-20 (9:20).
  63. 63.0 63.1 63.2 63.3 63.4 63.5 Entrevista, 2018-08-17 (23:47).
  64. 64.0 64.1 64.2 Transmissão ao vivo, 2017-05-15 (26:13).
  65. Entrevista, 2018-08-24 (4:15).
  66. 66.0 66.1 66.2 66.3 Podcast, 2018-04-23 (29:56).
  67. Entrevista, 2018-05-11 (1:00:19).
  68. Transmissão ao vivo, 2019-07-26 (1:13:23).
  69. 69.0 69.1 69.2 Podcast, 2021-04-11 (44:29).
  70. Podcast, 2021-04-11 (46:10).
  71. Transmissão ao vivo, 2017-07-28 (19:43).
  72. 72.0 72.1 caravan zerg.png
  73. Transmissão ao vivo, 2018-02-09 (45:48).
  74. 74.0 74.1 74.2 74.3 Vídeo, 2019-07-15 (2:12).
  75. 75.0 75.1 Entrevista, 2020-07-08 (1:04:05).
  76. Transmissão ao vivo, 2017-05-26 (48:48).
  77. Transmissão ao vivo, 2017-05-22 (52:39).
  78. Transmissão ao vivo, 2017-10-31 (30:34).
  79. Transmissão ao vivo, 2018-07-09 (20:41).
  80. 80.0 80.1 80.2 Entrevista, 2020-07-18 (44:35).
  81. Entrevista, 2017-04-27 (0:17).
  82. 82.0 82.1 Entrevista, 2020-07-19 (30:51).
  83. steven-removing-corruption.png
  84. Transmissão ao vivo, 2018-06-04 (2:18).
  85. pvp corruption duration.png
  86. 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 86.8 Transmissão ao vivo, 2021-03-26 (50:33).
  87. Transmissão ao vivo, 2021-03-26 (22:53).
  88. Transmissão ao vivo, 2017-11-17 (36:22).
  89. 89.0 89.1 89.2 89.3 89.4 Transmissão ao vivo, 2017-11-17 (18:29).
  90. Entrevista, 2020-07-19 (19:35).
  91. Transmissão ao vivo, 2017-05-15 (30:53).
  92. Blog - Know Your Nodes - The Basics.
  93. 93.0 93.1 Entrevista, 2021-02-07 (16:05).
  94. 94.0 94.1 Podcast, 2017-05-05 (43:05).
  95. 95.0 95.1 Entrevista, 2021-02-07 (19:00).
  96. Transmissão ao vivo, 2017-10-16 (59:39).
  97. Ashes of Creation Press Kit.
  98. Interview, 7 December 2016.
  99. steven-phoenix.png
  100. Transmissão ao vivo, 2017-05-26 (15:37).
  101. Vídeo, 2018-04-05 (37:50).
  102. Vídeo, 2018-04-05 (37:13).