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Conquistas

Fonte: Ashes of Creation Wiki
Revisão em 00h00min de 5 de agosto de 2018 por Wikiadmin (discussão | contribs) (Text replacement - "podcast\|4 August 2018\|([0-9hm]+)s\|" to "podcast|4 August 2018|$1|")

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Conquistas will be across multiple servers, not just for guilds or groups.[1]

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.[3]Steven Sharif

There will be a mix of character-based and account-based achievements.[4]

Leaderboards

Haverá masmorras e tabelas de classificação em raid.[5]

  • Algumas tabelas de classificação estarão em todos os servers.[6]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[7]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[7]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[8][9] This content adapts to the node progression of the zone it is in.[7][10]

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.[11]

Ver também

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