Caravanas
O sistema de caravana é um sistema de PvP em mundo aberto que gira em torno de riscos e oportunidades. Caravanas facilitam o transporte de bens para jogadores que desejam gerar lucros.[2]
- Caravanas são usadas para a transferência de bens pessoais e missões, assim como suprimentos para castelos e bases.[4]
- Caravanas podem transportar bens para mais de um jogador.[6]
- O sistema de sinalização de Pvp não se aplica a caravanas.[7]
Caravan types
There are different types of Caravanas in Ashes of Creation.[9][10]
- Personal caravans.[11][12][13][14][10]
- Mayoral caravans.[15][16][9]
- System driven caravans.[16][9][10]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Prefeitos to obtain needed resources from other nodes.[15][16][9]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[16][9][17]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[16][9]
- Players can participate in helping to defend the caravan if they wish.[16]
- Trade caravans can initiate world events.[15]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[16] – Steven Sharif
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[16][9][10]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[18]
- 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]
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[19]
- 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.[18] – Steven Sharif
Personal caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[11][12][22][13][14][10]
- Personal caravans are prepared and launched from caravansary buildings at
[[{{{2}}}]] (estágio 3) or higher nodes.[23][24]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[25]
- Personal caravans are capable of transitioning to/from raft caravans.[14][26]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[12][14]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[14]
- Players will be able to apply caravan skins to change the default appearance.[14]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[27]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[27]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[27]
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[32][33][23][26]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[33][23][34][14][26]
- Raft caravans may only be used in rivers.[35]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[36][14]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[14]
Hijacking ships
Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[37][38]
- The cargo on a merchant ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[38]
Caravan inventory
Inventário capacity has quantity (stacking) limits based on the type of item.[41][42] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[43][44]
- A player's inventory has sections for different types of items.[45] Quest items for example will not fill a player's regular inventory capacity.[46]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[47][40][48][49][50]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[47][51]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[48] – Steven Sharif
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[39] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[52]
- Completed item inventory slots are not space constrained (by the tetris system).[48]
- Completed items, such as gear are also not subject to weight limits.[52]
- Gear loadouts can be swapped using a hotkey when out of combat.[52][53][54]
- Inventory capacity will be relatively limited for new characters.[46] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[55][48][41]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[48] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[41]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[41] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[56]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[56] – Steven Sharif
- Inventories will be able to be sorted.[40]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[47] – Steven Sharif
- Mulas can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[57]
- Caravanas will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[58]
- Inventário expansion and weight management training certificates are available in the Galleria at Cidade stage economic nodes.[46][59]
Caravan components
Caravanas are constructed from components at caravan master NPCs in caravansary service buildings within
[[{{{2}}}]] (estágio 3) nodes or higher.[12][23][61][62]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[12]
- If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[63] – Steven Sharif
- Caravan components obtained from crafters may have stats according to the skill of the artisan.[23][62]
- If components are missing, default versions with lowest stat values will be applied to the caravan.[23][61][62]
- In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[23] – Steven Sharif
- Caravan components and caravan skins both affect a caravan's appearance.[12]
- Caravan components can be upgraded while the caravan is parked in a caravansary stall at a node.[65]
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[66]
- Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[63]
Initiating caravans
Caravan initiation in Ashes of Creation may refer to:
- Personal caravan initiation.[12][23][24]
- System driven caravan initiation (such as Mayoral caravans and Quest driven caravans).[16][9]
- Raft caravan initiation.[34][14][26]
Prefeitos
Prefeitos are chosen through different election methods according to the node's type.[69][70]
- Only node citizens may be elected mayor.[71]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[73]
- Reis e Rainhas can also become a mayors.[71]
- Mayoral leadership powers are granted via the use of mandates.[68][74]
- Players will be able to view a historical listing of mayors of a node.[75]
Leadership powers
Leadership powers may refer to.
Trade routes
Trade routes in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[77]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[77]
- Economic relationships between nodes established by Prefeitos or node citizens.[76][9]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[76][9]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[76] – Steven Sharif
Roading
Roads in Verra are both pre-generated and player influenced.[81]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[81]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[81]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[81]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[81]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[83][33][19]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[83] – Steven Sharif
Different seasons and events may affect access to various roads.[84][85][86][87]
- Pathways that are open during summer may be closed during winter.[84][87]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[84][85][86][88]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[80][85]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[87]
- Ice will make roads bumpy and slippery.[89]
Underrealm routes will open or close dynamically (based on node states).[90]
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[91][90]
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[90]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[20]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[20] – Chris Justo
Propriedades may not be placed in close proximity to roads.[92]
Caravan PvP
Friendly defender | |
Friendly attacker | |
Enemy defender | |
Enemy attacker |
Caravanas create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[95][96][97][98]
- Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[99][100]
- You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[99] – Steven Sharif
- Players that choose to attack or defend the caravan will be flagged as combatants.[101]
- The UI notification will include the caravan owner's name and guild.[102]
- The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[96]
- Once registered as a defender, a player can't switch to attack the caravan.[103]
- The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[63]
- At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[63] – Steven Sharif
- There will be visual hints relating to the cargo being transported on caravans, but players will not be able to see the exact contents of the caravan.[104][105][106] Cargo is represented in this way even if a cosmetic caravan skin has been applied to the caravan.[105][106]
- Players can be registered participants in a caravan event involving multiple caravans.[107][103] It is not possible for a player to participate in more than one caravan event at a time.[108]
- As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[107] – Steven Sharif
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[66]
- Some defensive abilities may be effective against blocking projectiles from hitting caravans.[109]
- Basic attacks will not slow caravans, but certain slowing abilities may be able to do so.[29]
- As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[29] – Steven Sharif
- If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[27] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[28]
- There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[110]
- Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
- A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[110] – Steven Sharif
Mercenary NPCs
Mercenary NPCs can be hired to participate in objective-based situations.[112][113][114]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[115][116][112][113]
- Prefeitos are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[113][114]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[115]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[116][112]
- These mechanics are subject to change based on testing and priorities.[115][116]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[114]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[114] – Steven Sharif
PvP seasons
O desempenho em vários sistemas de Pvp (tais como Caravanas, Arena, Guerras Guild) é medido ao longo de 6 meses de temporadas de PvP. No final de cada temporada, a pontuação acumulada de um jogador pode desbloquear várias recompensas.[117]
- Recompenças para melhoria de equipamentos.[117]
- Ranks de conquistas.[117]
- Poder de compra (moeda).[117]
Gear enhancement rewards
Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[118][119]
É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[119] – Jeffrey Bard
- A progressão em vários sistemas de Pvp irá desbloquear pedras de encantamento que concedem benefícios temporários focados no PvP para o equipamento (através de um sistema de encaixe) O desempenho é medido ao longo de temporadas de PvP de seis meses.[117]
Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[120] – Steven Sharif
Caravan destruction
If a caravan is destroyed or it despawns it becomes a wreckage that contains a portion of the cargo it was transporting.[122][121][123][66][4][124][125] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[123][126]
- When a caravan gets destroyed it creates a wreckage. That wreckage will have a number of the supplies that the caravan was carrying; and when stolen by attackers those supplies become essentially stolen glint, or corrupted glint, and stolen resources that the caravan was hauling. If they are commodities they can maintain their commodity type, and players will have to summon a caravan from a nearby node that would be empty in order to haul those crates back. You can also break into the crates or the cargo itself instead of hauling the cargo as a completed shipment. Doing so reduces the number of total resources that you can gather from the crate. So a portion of it is sunk to the system; and then a portion of it gets sunk further if you choose to break open the crates versus attempting to haul them back.[123] – Steven Sharif
- Commodities crates are marked with a green symbol. Materials crates are marked with a black symbol.[121]
- Anyone may loot a caravan's wreckage.[126]
- Unsealing crates (by breaking open sealed crates) yields less value than transporting the sealed crates for unloading.[127] This is in addition to the value already lost when the caravan was destroyed.[128][123][129][130]
- Caravan components are destroyed if the caravan is destroyed.[131][66] Previously it was stated that components may drop when a caravan is destroyed.[132]
- Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
- A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do, you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[133] – Steven Sharif
- In an earlier design iteration, prior to the introduction of cargo crates, it was proposed that destroyed caravans dropped certificates for heavy goods that were redeemable at the origin node for a portion of the goods.[134][125]
- There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[110]
Artisan supply chain
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[135][136] Each stage of the chain may require caravans to transport goods from one artisan to another.[137]
- Obtaining raw materials:[138]
- Refining the raw materials with the Processamento profession.[136]
- Fabricação the finished product using its crafting recipe.[136]
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[141] – Steven Sharif
Nodes de castelo
Castelos da guilda have three adjacent castle nodes in close proximity.[145][146] The guild must develop those nodes to enhance the defenses of the castle.[145] It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[147]
- Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[146]
- Castle nodes are excluded from the normal Cidadania, Zones of Influence, Propriedades, Node governments, and Organizações sociais systems.[148]
- Castle nodes cannot exceed stage 3 (Vilarejo).[146]
- Castle nodes are always military node types.[145]
- Each of the dedicated castle nodes is barren at the start of the castle ownership period.[149]
- Mercenary NPCs of different types and strengths can also be hired to participate in castle sieges and defend caravans during these events based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[116][112]
Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[112] – Steven Sharif
Nodes de castelo are leveled through questing by the owning guild or alliance guilds.[146]
- Levelling castle nodes is a hastened process compared to regular nodes.[149]
- At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[150][151]
- During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[150]
- The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[150][146]
- Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[150]
- Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[146]
If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[146] – Steven Sharif
Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[145]
- Only members of the occupying guild are citizens of these nodes.[152]
- This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[152][148]
Skins de caravana
Skins de caravana ("Pimp my caravan") were available in the cash shop (cosmetic store).[154]
- The skin changes the appearance of an in-game mount and in-game caravan that are hooked up to each other.[155][156]
- The caravan and mount components of the skin are not able to be utilized separately.[155][156]
- Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.[157][158]
You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[155] – Sarah Flanagan
List of caravan skins
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[160]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[161] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[162]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[162] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[161]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[162]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[163]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[163] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[164]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[164] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[165]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[165] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[166]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[166]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[166] – Steven Sharif
Arte
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Community guides
Ver também
Referências
- ↑ Transmissão ao vivo, 2020-05-29 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ Vídeo, 2019-07-16 (0:00).
- ↑ 4.0 4.1 4.2 Transmissão ao vivo, 2017-05-15 (45:20).
- ↑ Entrevista, 2017-01-20 (4:19).
- ↑ Entrevista, 2018-05-11 (28:21).
- ↑
- ↑ Vídeo, 2023-10-31 (27:40).
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 Vídeo, 2019-07-15 (2:12).
- ↑ 10.0 10.1 10.2 10.3 10.4 Transmissão ao vivo, 2017-07-28 (19:43).
- ↑ 11.0 11.1 Vídeo, 2023-10-31 (13:32).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Vídeo, 2023-10-31 (10:13).
- ↑ 13.0 13.1
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 Transmissão ao vivo, 2020-04-30 (58:05).
- ↑ 15.0 15.1 15.2 Vídeo, 2023-09-29 (2:59).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Transmissão ao vivo, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ 18.0 18.1
- ↑ 19.0 19.1 Transmissão ao vivo, 2018-02-09 (45:48).
- ↑ 20.0 20.1 20.2 20.3 Vídeo, 2023-10-31 (20:17).
- ↑ Vídeo, 2023-10-31 (17:20).
- ↑ Vídeo, 2023-10-31 (1:52).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Transmissão ao vivo, 2022-08-26 (1:20:17).
- ↑ 24.0 24.1 Transmissão ao vivo, 2022-07-29 (3:21).
- ↑ Vídeo, 2023-10-31 (16:25).
- ↑ 26.0 26.1 26.2 26.3 Transmissão ao vivo, 2018-04-8 (AM) (15:46).
- ↑ 27.0 27.1 27.2 27.3 Transmissão ao vivo, 2023-10-31 (1:27:50).
- ↑ 28.0 28.1 Transmissão ao vivo, 2020-07-25 (55:32).
- ↑ 29.0 29.1 29.2 29.3 Transmissão ao vivo, 2023-10-31 (1:30:52).
- ↑ 30.0 30.1 Transmissão ao vivo, 2023-04-28 (1:21:29).
- ↑ Vídeo, 2024-01-31 (15:35).
- ↑ Vídeo, 2024-01-31 (15:27).
- ↑ 33.0 33.1 33.2 Vídeo, 2023-10-31 (28:06).
- ↑ 34.0 34.1 Transmissão ao vivo, 2020-05-29 (1:28:38).
- ↑ Transmissão ao vivo, 2024-01-31 (1:07:587).
- ↑ Transmissão ao vivo, 2024-01-31 (1:08:47).
- ↑ Transmissão ao vivo, 2022-05-27 (1:12:33).
- ↑ 38.0 38.1 Transmissão ao vivo, 2018-04-8 (PM) (1:20:03).
- ↑ 39.0 39.1 39.2 Vídeo, 2023-11-30 (30:19).
- ↑ 40.0 40.1 40.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 41.0 41.1 41.2 41.3 Transmissão ao vivo, 2023-02-24 (54:55).
- ↑ Transmissão ao vivo, 2020-05-29 (1:27:18).
- ↑ Vídeo, 2023-11-30 (13:38).
- ↑
- ↑ Transmissão ao vivo, 2023-02-24 (22:57).
- ↑ 46.0 46.1 46.2 Transmissão ao vivo, 2020-07-25 (1:14:13).
- ↑ 47.0 47.1 47.2 Transmissão ao vivo, 2023-11-30 (1:29:18).
- ↑ 48.0 48.1 48.2 48.3 48.4 Transmissão ao vivo, 2023-06-30 (1:24:42).
- ↑ Transmissão ao vivo, 2023-06-30 (46:17).
- ↑ Vídeo, 2023-06-30 (8:54).
- ↑ Podcast, 2023-07-15 (22:57).
- ↑ 52.0 52.1 52.2 Entrevista, 2023-09-10 (47:13).
- ↑ Transmissão ao vivo, 2023-02-24 (46:15).
- ↑ Transmissão ao vivo, 2021-11-19 (40:53).
- ↑ Transmissão ao vivo, 2023-11-30 (1:34:08).
- ↑ 56.0 56.1 Transmissão ao vivo, 2022-07-29 (1:17:33).
- ↑ Transmissão ao vivo, 2017-07-18 (44:57).
- ↑ 58.0 58.1 Transmissão ao vivo, 2017-05-22 (40:41).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ X.com - Caravan appearances.
- ↑ 61.0 61.1 Transmissão ao vivo, 2020-05-29 (46:36).
- ↑ 62.0 62.1 62.2 Transmissão ao vivo, 2017-07-28 (20:56).
- ↑ 63.0 63.1 63.2 63.3 63.4 Transmissão ao vivo, 2023-10-31 (1:11:26).
- ↑ Vídeo, 2023-10-31 (21:47).
- ↑ Vídeo, 2023-10-31 (33:50).
- ↑ 66.0 66.1 66.2 66.3 Transmissão ao vivo, 2023-10-31 (1:08:22).
- ↑
- ↑ 68.0 68.1 Transmissão ao vivo, 2023-08-31 (31:44).
- ↑ Node series part II – the Metropolis.
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 71.0 71.1 71.2
- ↑ Entrevista, 2018-05-11 (50:05).
- ↑ Transmissão ao vivo, 2023-08-31 (37:35).
- ↑ Transmissão ao vivo, 2017-11-17 (9:49).
- ↑ Transmissão ao vivo, 2023-09-29 (1:05:44).
- ↑ 76.0 76.1 76.2 76.3 Podcast, 2021-09-29 (8:38).
- ↑ 77.0 77.1 Vídeo, 2022-05-27 (17:15).
- ↑ Transmissão ao vivo, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 80.0 80.1 80.2 Vídeo, 2023-10-31 (34:12).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 Transmissão ao vivo, 2021-01-29 (1:13:04).
- ↑ 82.0 82.1 Transmissão ao vivo, 2022-01-28 (33:25).
- ↑ 83.0 83.1 Transmissão ao vivo, 2023-10-31 (1:16:34).
- ↑ 84.0 84.1 84.2 84.3 Vídeo, 2022-05-27 (15:50).
- ↑ 85.0 85.1 85.2 Podcast, 2021-04-11 (23:36).
- ↑ 86.0 86.1 Transmissão ao vivo, 2020-06-26 (1:29:06).
- ↑ 87.0 87.1 87.2 87.3 Transmissão ao vivo, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 90.0 90.1 90.2 Transmissão ao vivo, 2020-10-30 (1:19:13).
- ↑ Transmissão ao vivo, 2022-08-26 (53:26).
- ↑ Transmissão ao vivo, 2017-05-19 (32:23).
- ↑ Vídeo, 2024-01-31 (5:22).
- ↑ Vídeo, 2024-01-31 (2:19).
- ↑ 95.0 95.1 Vídeo, 2024-01-31 (9:17).
- ↑ 96.0 96.1 Entrevista, 2020-03-27 (16:19).
- ↑
- ↑ Transmissão ao vivo, 2017-05-22 (40:40).
- ↑ 99.0 99.1 Transmissão ao vivo, 2024-01-31 (1:10:03).
- ↑ Vídeo, 2024-01-31 (10:15).
- ↑
- ↑ Transmissão ao vivo, 2023-10-31 (1:32:54).
- ↑ 103.0 103.1 Vídeo, 2023-10-31 (37:16).
- ↑ Transmissão ao vivo, 2024-01-31 (1:15:05).
- ↑ 105.0 105.1 Vídeo, 2023-10-31 (29:36).
- ↑ 106.0 106.1 Transmissão ao vivo, 2021-01-29 (1:25:14).
- ↑ 107.0 107.1 Transmissão ao vivo, 2023-10-31 (1:32:04).
- ↑ Transmissão ao vivo, 2022-10-28 (1:36:10).
- ↑ Transmissão ao vivo, 2023-10-31 (1:33:48).
- ↑ 110.0 110.1 110.2 Transmissão ao vivo, 2024-02-29 (1:27:36).
- ↑ Transmissão ao vivo, 2023-05-31 (58:25).
- ↑ 112.0 112.1 112.2 112.3 112.4 Transmissão ao vivo, 2020-08-28 (1:41:24).
- ↑ 113.0 113.1 113.2 Transmissão ao vivo, 2020-06-26 (59:11).
- ↑ 114.0 114.1 114.2 114.3 Transmissão ao vivo, 2019-11-22 (1:14:23).
- ↑ 115.0 115.1 115.2 Transmissão ao vivo, 2022-05-27 (1:18:09).
- ↑ 116.0 116.1 116.2 116.3 Transmissão ao vivo, 2021-04-30 (1:01:10).
- ↑ 117.0 117.1 117.2 117.3 117.4 Entrevista, 2020-07-18 (16:34).
- ↑ Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ 119.0 119.1 Transmissão ao vivo, 2018-06-04 (21:37).
- ↑ 120.0 120.1 120.2 120.3 Entrevista, 2020-07-18 (14:22).
- ↑ 121.0 121.1 121.2 121.3 Vídeo, 2024-01-31 (6:47).
- ↑ Transmissão ao vivo, 2024-01-31 (1:07:42).
- ↑ 123.0 123.1 123.2 123.3 Transmissão ao vivo, 2023-10-31 (1:18:33).
- ↑ Transmissão ao vivo, 2017-12-15 (1:04:25).
- ↑ 125.0 125.1 Entrevista, 2019-04-15 (26:59).
- ↑ 126.0 126.1 Transmissão ao vivo, 2021-04-30 (1:04:23).
- ↑
- ↑
- ↑
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmissão ao vivo, 2024-01-31 (1:05:07).
- ↑ Entrevista, 2019-04-15 (28:28).
- ↑ Transmissão ao vivo, 2022-09-30 (1:17:13).
- ↑
- ↑ Entrevista, 2020-07-20 (20:17).
- ↑ 136.0 136.1 136.2 136.3 Transmissão ao vivo, 2017-05-10 (8:22).
- ↑ Transmissão ao vivo, 2017-05-10 (6:12).
- ↑ 138.0 138.1 138.2 138.3 138.4 Transmissão ao vivo, 2017-05-08 (20:41).
- ↑ Transmissão ao vivo, 2017-07-18 (38:30).
- ↑ Transmissão ao vivo, 2017-05-26 (26:00).
- ↑ Entrevista, 2018-05-11 (24:18).
- ↑ Transmissão ao vivo, 2022-10-14 (58:46).
- ↑
- ↑ 144.0 144.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 145.0 145.1 145.2 145.3
- ↑ 146.0 146.1 146.2 146.3 146.4 146.5 146.6 Podcast, 2018-04-23 (15:14).
- ↑ Transmissão ao vivo, 2019-07-26 (1:29:00).
- ↑ 148.0 148.1
- ↑ 149.0 149.1 Podcast, 2018-04-23 (21:55).
- ↑ 150.0 150.1 150.2 150.3 Transmissão ao vivo, 2020-08-28 (1:39:02).
- ↑
- ↑ 152.0 152.1 Transmissão ao vivo, 2017-08-23 (23:00).
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑
- ↑ 155.0 155.1 155.2
- ↑ 156.0 156.1
- ↑
- ↑ Transmissão ao vivo, 2020-11-30 (57:50).
- ↑
- ↑ Transmissão ao vivo, 2017-05-05 (23:26).
- ↑ 161.0 161.1 Transmissão ao vivo, 2017-05-19 (25:18).
- ↑ 162.0 162.1 162.2 Transmissão ao vivo, 2020-11-30 (1:16:09).
- ↑ 163.0 163.1 Transmissão ao vivo, 2017-05-22 (57:37).
- ↑ 164.0 164.1 Entrevista, 2018-05-11 (44:20).
- ↑ 165.0 165.1 Entrevista, 2018-08-08 (11:52).
- ↑ 166.0 166.1 166.2 Transmissão ao vivo, 2022-01-28 (17:50).