Diferenças entre edições de "Fast travel"
(Add section) |
|||
(Há 11 revisões intermédias de 2 utilizadores que não estão a ser apresentadas) | |||
Linha 1: | Linha 1: | ||
− | {{ | + | {{Fast travel}} |
− | {{ | + | == Faster travel == |
+ | |||
+ | {{Faster travel}} | ||
− | == | + | == Scientific node superpower == |
− | {{ | + | {{Scientific node benefits}} |
== Public transportation == | == Public transportation == | ||
− | + | {{Public transportation}} | |
+ | |||
+ | == Player movement == | ||
+ | |||
+ | {{Player movement}} | ||
+ | |||
+ | == Zergs == | ||
+ | |||
+ | {{Zergs}} | ||
== See also == | == See also == | ||
* [[Mounts]] | * [[Mounts]] | ||
+ | * [[Player movement]] | ||
+ | |||
+ | == References == | ||
− | + | <references/> | |
[[Category:Player agency]] | [[Category:Player agency]] |
Revisão das 01h10min de 6 de setembro de 2019
Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[1][2]
- There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[3] – Steven Sharif
- Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[1][4][3]
- Trajetórias aéreas between coastal nodes or nodes within specific regions.[1][5][6][7]
- Dirigíveis between metropolises.[1] This was previously stated to be between scientific metropolises.[5][8][9]
- Family summoning.[10]
Viagem mais rápida in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[7]
Viagem mais rápida
Viagem mais rápida em Ashes of Creation se refere a:[7]
- Jogadores montando Montarias.[7]
- Montarias terão velocidades variáveis.[11]
- Trajetórias aéreas entre nodes dentro de regiões específicas.[5][6][7]
- Dirigíveis entre metrópoles científicas .[9]
- Teletransporte entre metrópoles científicas e seus nodes vassalos.[9]
- Convocação familiar.[10]
Apesar de não existir uma viagem rápida, há meios de viajar mais rápido. Então você sabe, montado. Haverá pontos de conexão etre certos nodes via uso de criaturas voadoras automatizadas que você poderá usar. Coisas desse tipo.[7] – Steven Sharif
Scientific node superpower
Bases Científicas que chegaram ao estágio de metrópole liberam o superpoder Teletransporte .[9]
- Cidadãos de metrópoles científicas podem teleportar entre a metrópole e qualquer um de suas bases vassalas, independente do estágio da base vassala, desde que a mesma não esteja em guerra.
- Cidadãos de bases vassalas podem teleportar para ir e voltar de sua metrópole.
- Se houverem múltiplas metrópoles científicas, uma aeronave providenciará transporte rápido entre essas metrópoles para os cidadãos das mesmas e de suas bases vassalas, desde que as metrópoles não estejam em guerra.
Isso permitirá que Cidadãos e Vassalos de Metrópoles Científicas façam as coisas mais rápido que os outros, já que o transporte rápido é limitado no mundo de Ashes of Creation. Eles conseguirão trocar bens e informação com facilidade, e viajar pelo mundo com rapidez para coletar matérias-primas para criar fórmulas, assim como participar de eventos limitados.[9]
Public transportation
There are multiple types of public transportation services where players can go AFK and be driven somewhere.[6][8]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[12]
- Dirigíveis between metropolises.[1] This was previously stated to be between scientific metropolises.[5][8][9]
- It is possible that some public transportation services could be player-driven.[6]
- One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[6] – Jeffrey Bard
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[14]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[14] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[16]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[3]
- Double-jumping has been considered as an option for player mounts.[18]
- Unreal Engine 5 mantling was demonstrated by the developers.[19][20]
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[23]
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.[24] 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".[25]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[25] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[24]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[25]
- 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.[26]
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.[26] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[27]
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.[27] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[28]
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.[28] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[29]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[29]
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.[29] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5
- ↑
- ↑ 3.0 3.1 3.2 Transmissão ao vivo, 2018-05-04 (51:57).
- ↑ Node series part II – the Metropolis.
- ↑ 5.0 5.1 5.2 5.3 5.4 Transmissão ao vivo, 2020-08-28 (2:06:42).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Transmissão ao vivo, 2018-06-04 (45:30).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Entrevista, 2018-08-17 (24:48).
- ↑ 8.0 8.1 8.2 Transmissão ao vivo, 2017-11-17 (50:52).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Blog: Know Your Nodes - Scientific Node Type
- ↑ 10.0 10.1 Entrevista, 2020-07-19 (1:20:58).
- ↑
- ↑ 12.0 12.1 Transmissão ao vivo, 2022-10-14 (45:31).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 14.0 14.1 Transmissão ao vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Transmissão ao vivo, 2017-12-15 (1:35:38).
- ↑ Transmissão ao vivo, 2023-05-31 (1:10:08).
- ↑ Transmissão ao vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Transmissão ao vivo, 2017-05-05 (23:26).
- ↑ 24.0 24.1 Transmissão ao vivo, 2017-05-19 (25:18).
- ↑ 25.0 25.1 25.2 Transmissão ao vivo, 2020-11-30 (1:16:09).
- ↑ 26.0 26.1 Transmissão ao vivo, 2017-05-22 (57:37).
- ↑ 27.0 27.1 Entrevista, 2018-05-11 (44:20).
- ↑ 28.0 28.1 Entrevista, 2018-08-08 (11:52).
- ↑ 29.0 29.1 29.2 Transmissão ao vivo, 2022-01-28 (17:50).