Missões

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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]

Alpha-2 quest journal user interface early preview.[3]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4]Colby Marchi

Missões in Ashes of Creation are divided into three main categories: Events, Commissions, and Missões de História.[5][6][7][8]

  • The various questing systems are intended to direct player activity toward content that affects the development of the world.[10]
Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[10]Steven Sharif
  • Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[11][12]
If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[13]Steven Sharif
Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[16]Steven Sharif

Events

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[19]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[20]

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.[21]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[21][22] There are several different types of events that are triggered due to certain conditions (predicates) being met.[23][24][19][25] Events are scaled to fit local, regional, and global needs.[26][8]

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.[27]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[28][21][29][30][31]
    • 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.[32][33][34]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[35][8]
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 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.[32]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[36]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[36]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[37]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[22]
  • There may be one-off events.[27]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[23][24][19][25]

Monster coin events

Monster coin concept art.[19]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[48]Steven Sharif

Pre-alpha monster coin system.[49]

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 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.[50]

Moedas do monstro enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[51][44][45]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[19]

Monster coin events are system spawned events.[44][52]

  • They are structured in a way to prevent groups from gaming the system.[52]
  • 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.[53]
  • Server messages appear for players in the vicinity of these dynamic events.[54]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[48]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[48]Steven Sharif

The Ancients are not going to be part of the monster coin system.[57]

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 attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[58]Steven Sharif

Tarefas

Template:Tasks

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[8]

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.[8]

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[59]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[60]

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.[27]

It 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'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, it's incumbent upon you to manifest that in the game.[62]Steven Sharif

Story arcs

Alpha-2 early preview of the story arc UI.[63]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[64]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[65]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[66]Skott B

Story arcs are unlocked by multiple types of player activity within each server.[67][65][64][68]

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.[68]Steven Sharif
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 every system that's created touches a story.[76]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[67]
  • Story arcs drive one or more storyline quests within the game.[78][79][80][81][71]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[78][79]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[78]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[82]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[82]Skott B
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

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.[86]

#REDIRECT MediaWiki:Story arc quests/pt

Missões de História podem ocorrer ao longo de múltiplos estágios. É possível falhar nesses estágios das missões.[81]

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.[81]Steven Sharif

Epic/legendary quests

Epic and Lendários quests affect the narrative of the game.[7] These quests will unlock gated content.[88]

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.[89]

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.[91]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.[92]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[95][96]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[95]

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.[96]

A legendary weapon is easily distinguished by its visual appearance.[92]

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, 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.[92]Steven Sharif

Legendary items are not intended to be temporary.[97]

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.[97]Steven Sharif

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Discovery of legendary items will unlock further chapters of the Lore.[99]

Server history

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The history of each server will be tracked and visible to players in a node's library.[101][102]

  • This design may have changed.[103]
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.[102]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[104]

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[105][106]

We don't really have dailies.[105]Steven Sharif
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 if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[106]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[108]

  • There will be no "grindy" quests.[108]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[109]
  • The aspiration is to have more things to do in the game than a player has time to do.[108]

Missões Raciais

Missões poderão ser baseadas na raça de um personagem.[110]

Missões diferentes poderão ser relacionadas ao principal contribuidor cultural em uma base. Isso não travará nenhum conteúdo, mas dará um toque único às missões.[110]

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.[110]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.[111]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.[112]

NPC race

Template:NPC race

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.[113][114][115]

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[116]
  • 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).[117]
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.[116]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Prefeitos to obtain needed resources from other nodes.[23][113][114]

  • Players can participate in helping to defend the caravan if they wish.[113]
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.[113]Steven Sharif

Mayoral quests

Template:Mayoral quests

Soloable quests

Template:Soloable quests

Collection quests

There will be collection quests.[119]

Quest givers

Maho, Streamweaver quest giver outside of the Miraleth node in Alpha-2.[120]

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.[6]Steven Sharif

  • Quest giver NPCs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks. Quest givers are identified by a green shimmer on their nameplates.[6]
  • Not every quest/quest-giver will originate from within a node.[121]
  • Quest giver NPCs cannot be killed by players.[122][123]
When there is an ability to kill a NPC, there should be a good reason for killing that NPC; and denying content to other players is not necessarily a good reason. So, the quest givers themselves are not killable.[122]Steven Sharif

Quest markers

There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[124]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[124]

Quest sponsorship

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Players can sponsor quests on a bulletin board.[125]

Removing player corruption

O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[127][128]

  • Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[129]
  • O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[127]
    Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[127]Steven Sharif
  • Missões podem ser utilizadas para reduzir o numero de abates (PK) de um jogador corrompido para que ele acumule menos pontos de corrupção no futuro.[130][129]
    • Faz parte do design uma busca religiosa sendo usada para reduzir diretamente a pontuação de corrupção.[131]
  • A duração da corrupção é reduzida nas bases militares.[132]

Ashes of Creation Apocalypse quests

Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Verra during the fall.[134]

Ashes of Creation Apocalypse progression

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[134]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[136]Steven Sharif

Lore

Ashes of Creation logo.[140]

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.[141]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[142]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[71]

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.[143]Jeffrey Bard

Story arcs drive one or more storyline quests within the game.[78][79][80][81][71] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[78][79][81]

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.[145]Steven Sharif

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.[146][147][148]

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.[27]Steven Sharif

Screenshots

Ver também

Referências

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