Fonte: Ashes of Creation Wiki
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Underwater content will be accessible, not cumbersome.[3]

Treasures may be obtained through fishing and by exploring naval content.[6][7]

Underwater breathing

Mechanics for breathing underwater:[3]

Death by drowning is possible.[8][9]

  • Players that drown will respawn on shore.[8]

Montarias aquáticas

Montarias aquáticas são montarias de Classe/Tier A[12] que poderão apenas ser obtidas por Doma de criaturas Submarino.[13]

  • Montarias aquáticas são mais rápidas na água e mais lentas na terra.[14]
  • Montarias aquáticas serão capazes de atravessar completamente áreas navais e áreas aquáticas.[15]
Um explorador intrépido poderia escolher atravessar a água apenas em seu pargo das marés.[15]Sarah Flanagan
Montarias terão habilidades que são relacionadas a pesca em alguma forma, menos de montarias aquáticas. Seja sair de uma área em particular ou encontrar peixes ou fazer amizade com algum tipo de peixe na área. Pode ser que hajam até mesmo benefícios enquanto pescando debaixo d'água montado, ou tipo, você está nas costas da sua tartaruga de boa sentado na água, jogando sua linha e esperando a vara tremer para fisgar.[16]Steven Sharif

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[18]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[19]

  • There won't be nodes underwater or in the water.[20]

Coastal/island nodes

Pre-alpha naval concept.[21]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[22]Steven Sharif

There will be nodes along the coast and on islands.[20]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[20]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[22]
  • 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.[23]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[24]
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.[25]Steven Sharif

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