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Diferenças entre edições de "Races"
m (Text replacement - "<ref name="tulnar-kickstarter">[https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios/posts/1896959 Kickstarter $2,500,000 New Player Race Achieved.]</ref>" to "{{web|https://www.kickstarte...) |
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− | [[File:Race Chart.png|450px|thumb|Eight of the nine [[Races|races]] in [[Ashes of Creation]].]] | + | [[File:Race Chart.png|450px|thumb|Eight of the nine [[Races|races]] in [[Ashes of Creation]].{{web|https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios|Ashes of Creation Kickstarter.}}]] |
− | [[File:pyrian portal.png|450px|thumb|[[Pyrian_Elves#Py'rai|Py'rai]] themed [[Divine gateway|divine gateway]]. | + | [[File:pyrian portal.png|450px|thumb|[[Pyrian_Elves#Py'rai|Py'rai]] themed [[Divine gateway|divine gateway]].{{livestream|20 October 2017|50m20|r701cyS3w6o}}]] |
− | [[Ashes of Creation]] offers nine playable [[Races|races]].<ref>[ | + | [[Ashes of Creation]] offers nine playable [[Races|races]].<ref>[[Media:Race Chart.png|Ashes of Creation race breakdown.]]</ref> |
* [[Aela Humans]] ([[Kaelar]] and [[Vaelune]]). | * [[Aela Humans]] ([[Kaelar]] and [[Vaelune]]). |
Revisão das 00h30min de 24 de maio de 2018
Ashes of Creation offers nine playable races.[3]
- Aela Humans (Kaelar and Vaelune).
- Pyrian Elves (Empyrean and Py'Rai).
- Kaivek Orcs (Ren'Kai and Vek).
- Dünzenkell Dwarves (Dünir and Niküa).
- Tulnar.[4]
You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races..[5] – Steven Sharif
Racial appearance
The Tulnar race does not have sub-types. Instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[7][8][9][10][11][12]
- Simian (or mammalian).[7][8][9][10][12]
- Bestial/feline.[7][8][9][10][12]
- Reptilian.[7][8][9][10][12]
Raças are primarily humanoid in appearance.[13]
- There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[14][9]
- Catgirl and Loli Tulnar are not able to be created.[14]
- Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[9] – Steven Sharif
- The Tulnar do not have avian characteristics. The sentient avian races (such as the Sladeborne) did not take refuge in the Underrealm.[15]
- Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
- A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[16] – Steven Sharif
- Mammalian Tulnar may have snout features, fur and inverted knees.[17]
- Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[17]
Racial abilities
Personagens benefits in Ashes of Creation are tied to that character's background rather than their race.[18][19]
- We want players to have the freedom to choose the race they want to play because they're excited about it, and avoid situations where players feel forced to play a specific race because of gameplay benefits.[20]
- Raças are not gender or class locked.[21][22]
- Race likely won't affect the artisan system.[19][23]
- Race does not affect a character's base stats.[24]
- Some classes may work better with certain races but nothing is enforced.[21]
- A player's choice of race will influence their racial augments.[22]
Stat growth
- Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[24]
- Players will have significant agency over the allocation of their stat progression.[24]
- Gear has approximately a 40-50% influence on a players overall power in the game.[25]
- Artisan profession does not affect a player's stats.[26]
- Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[27][21][22] Any contribution by the secondary archetype was later removed.[27]
Racial augments
Racial augments are based on a character's race and are available to each class.[28]
- These apply to abilities on a character's primary archetype.[22]
- They affect how the ability works and can also apply cosmetic effects.[29]
Racial weapons and armor
Armas and armor are not race locked, but armor will take on a racial appearance.[33][34][35]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[36] – Steven Sharif
- Racial appearance of gear is focused on Armadura. Armas will not change in appearance but will scale in size based on race.[37][36]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[36] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[38]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[38] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[39] – Steven Sharif
Racial influence on nodes
O layout e o estilo de uma Base são determinados por diversos fatores:[44]
- Localização da base.[44]
- Tipo de Base.[44]
- Raça que mais contribuiu para a evolução da Base.[44][45]
- Aparências raciais dos prédios e dos PNJs de uma Base.[46][45]
- Isso se aplica a todas as bases, incluindo bases de castelo.[47]
- O resto é determinado pelo prefeito da base.[44]
Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[44] – Jeffrey Bard
Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[47] – Steven Sharif
Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[48]
Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[48] – Steven Sharif
Áreas iniciais
Áreas iniciais (starting zones) are located in the ruined cities of the four ancient races of Verra.[51]
- Starting areas are located near one of the four divine gateways where players spawn into the world.[51][52]
- Starting areas are not part of the node system.[56][52]
- Each race has its own starting area.[57]
- Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[52] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[59]
A problem that a lot of MMOs have is that those starting areas become just vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[60] – Steven Sharif
Tulnar starting area
Tulnar have a starting area that does not involve a divine gateway.[53]
- Pontos de interesse exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[52]
- Tulnar have the same option of starting at any of the divine gateways as other races.[55]
- Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[55] – Steven Sharif
Unlike the other races, the Tulnar won’t be returning to Verra. Instead they will be returning to the surface from the Underrealm for the first time in generations.[61]
- The Underrealm itself does not have a divine gateway.[54]
Missões Raciais
Missões poderão ser baseadas na raça de um personagem.[62]
Missões diferentes poderão ser relacionadas ao principal contribuidor cultural em uma base. Isso não travará nenhum conteúdo, mas dará um toque único às missões.[62]
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.[62] – 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.[48] – 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.[63]
NPC race
Alpha 0
There was no active character creation screen in Alpha-0, but there were several options for players to choose from.[65]
- Four playable archetypes: Cleric, Mage, Ranger, Tank.[66][67]
- Two playable races: Kaelar, Empyrean.[66]
- Gender selection.[66]
Alpha-0 starting area
In Alpha-0, players started at an Empyrean divine gateway.[69]
Montarias raciais
Personagens são capazes de obter montarias raciais via a quests na área inicial daquela raça.[70][71]
Cada área inicial terá diferentes narrativas de quest que garantirão diferentes tipos de montaria. Mas por definição você não escolhe, você sabe, tipo, humano, e aí ganha um cavalo. Porque você pode ser humano em nosso jogo e escolher começar num Portal Divino de outra raça - e aí você poderia seguir uma narrativa de quest que lhe daria a montaria dos Orcs.[70] – Steven Sharif
Ver também
Referências
- ↑ Ashes of Creation Kickstarter.
- ↑ Transmissão ao vivo, 2017-10-20 (50:20).
- ↑ Ashes of Creation race breakdown.
- ↑ Kickstarter $2,500,000 New Player Race Achieved.
- ↑ Entrevista, 2018-05-11 (1:04:27).
- ↑ Twitter - The Tulnar are a proud, noble, Underrealm-dwelling race.
- ↑ 7.0 7.1 7.2 7.3 7.4 Transmissão ao vivo, 2022-07-29 (56:00).
- ↑ 8.0 8.1 8.2 8.3 Podcast, 2021-09-29 (16:51).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Transmissão ao vivo, 2018-04-8 (AM) (3:12).
- ↑ 10.0 10.1 10.2 10.3 Transmissão ao vivo, 2017-08-23 (31:29).
- ↑ Transmissão ao vivo, 2017-07-28 (20:17).
- ↑ 12.0 12.1 12.2 12.3 Transmissão ao vivo, 2017-06-30 (15:10).
- ↑ Entrevista, 2021-06-13 (33:21).
- ↑ 14.0 14.1 Podcast, 2021-09-29 (18:19).
- ↑ Podcast, 2020-11-15 (1:03:17).
- ↑ Entrevista, 2019-04-22 (58:20).
- ↑ 17.0 17.1 Entrevista, 2019-04-15 (20:15).
- ↑
- ↑ 19.0 19.1 Transmissão ao vivo, 2023-02-24 (1:18:05).
- ↑
- ↑ 21.0 21.1 21.2 21.3 Transmissão ao vivo, 2017-07-18 (35:58).
- ↑ 22.0 22.1 22.2 22.3 22.4 Transmissão ao vivo, 2017-05-08 (43:30).
- ↑ Transmissão ao vivo, 2020-08-28 (2:05:21).
- ↑ 24.0 24.1 24.2 Transmissão ao vivo, 2023-01-27 (1:27:42).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Transmissão ao vivo, 2017-07-18 (37:25).
- ↑ 27.0 27.1 Transmissão ao vivo, 2019-11-22 (1:4:56).
- ↑
- ↑ Transmissão ao vivo, 2019-07-26 (1:28:31).
- ↑ Vídeo, 2020-09-30 (2:44).
- ↑ Transmissão ao vivo, 2020-09-30 (47:47).
- ↑ Transmissão ao vivo, 2019-07-26 (54:06).
- ↑ 33.0 33.1 Transmissão ao vivo, 2022-03-31 (4:57).
- ↑ Transmissão ao vivo, 2017-05-26 (44:11).
- ↑ Transmissão ao vivo, 2017-05-26 (20:46).
- ↑ 36.0 36.1 36.2 Podcast, 2018-08-04 (53:43).
- ↑ Transmissão ao vivo, 2022-10-28 (1:41:06).
- ↑ 38.0 38.1 Podcast, 2018-08-04 (55:17).
- ↑ Transmissão ao vivo, 2024-02-29 (1:15:51).
- ↑ 40.0 40.1 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ Transmissão ao vivo, 2018-02-09 (33:50).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ 45.0 45.1 Entrevista, 2018-05-11 (54:34).
- ↑ Transmissão ao vivo, 2017-05-26 (21:23).
- ↑ 47.0 47.1 Entrevista, 2018-05-11 (47:27).
- ↑ 48.0 48.1 48.2 Entrevista, 2018-05-11 (1:00:19).
- ↑ Transmissão ao vivo, 2020-03-28 (32:30).
- ↑ 50.0 50.1 Transmissão ao vivo, 2020-07-25 (1:03:03).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5
- ↑ 53.0 53.1 53.2 53.3 Transmissão ao vivo, 2017-10-16 (53:58).
- ↑ 54.0 54.1
- ↑ 55.0 55.1 55.2
- ↑ Transmissão ao vivo, 2023-08-31 (15:51).
- ↑ Transmissão ao vivo, 2017-05-19 (29:25).
- ↑
- ↑ 59.0 59.1 Transmissão ao vivo, 2017-07-28 (25:20).
- ↑ Vídeo, 2018-04-05 (40:08).
- ↑ Transmissão ao vivo, 2017-05-17 (5:49).
- ↑ 62.0 62.1 62.2 Podcast, 2018-04-23 (29:56).
- ↑ Transmissão ao vivo, 2019-07-26 (1:13:23).
- ↑ 64.0 64.1 Transmissão ao vivo, 2017-11-17 (14:57).
- ↑ Transmissão ao vivo, 2017-09-03 (30:31).
- ↑ 66.0 66.1 66.2 Transmissão ao vivo, 2017-09-03 (37:10).
- ↑ Vídeo, 2017-08-30 (3:36).
- ↑ Transmissão ao vivo, 2018-05-04 (47:57).
- ↑ Transmissão ao vivo, 2017-09-03 (33:28).
- ↑ 70.0 70.1 Transmissão ao vivo, 2020-12-22 (1:16:22).
- ↑