Diferenças entre edições de "World map"
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The world of [[Verra]] features an in game viewable [[World map|world map]]. This map is not randomly generated, and begins covered in a fog of war.<ref name="qna-22-May-2017-22:54">[https://youtu.be/j-rr9ZbtmUg?t=22m54s Zinnie Gaming Q&A, 22 May 2017 (22:54).]</ref> Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.<ref name="mighty-beard">[https://www.ashesofcreation.com/the-mighty-beard/ The mighty beard!]</ref> | The world of [[Verra]] features an in game viewable [[World map|world map]]. This map is not randomly generated, and begins covered in a fog of war.<ref name="qna-22-May-2017-22:54">[https://youtu.be/j-rr9ZbtmUg?t=22m54s Zinnie Gaming Q&A, 22 May 2017 (22:54).]</ref> Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.<ref name="mighty-beard">[https://www.ashesofcreation.com/the-mighty-beard/ The mighty beard!]</ref> | ||
Revisão das 02h54min de 20 de novembro de 2017
The world of Verra features an in game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[1] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[2]
For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[2]
When information is gathered, or the player has successfully explored an area, points of interest are marked on the map. This includes Masmorras, Raids and Cities.
These points of interest are determined by Progressão de base; and not every server will share the same map, as player decisions will vary server to server.[3]
In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[4]
Corruption
Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Município), and will only be granted to players who have the Bounty hunter title.[5]
Tavernas are one of the locations that bounties will be posted. As players gain corruption taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI on the world map.
Battle maps
Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[6]
- Battle maps might not fit into lower level or smaller sized taverns.
- Battle maps are not currently on the official roadmap for launch.[7]
Usage
Battle maps offer an interactive command map instead of the standard Mapa de mundo. The system would be accessed through City hall or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[7]
Servers
The world 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.[8]
There will be a multitude of servers located throughout the various regions of the world.[10]
- Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[10]
- Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[10]
We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[10] – Steven Sharif
Zones of influence
![](/images/thumb/1/1e/node_zoi.png/450px-node_zoi.png)
Toda Base tem o alcance sob uma área geográfica predefinida, chamada Zona de Influência (ZOI). Não importa onde você vá no mundo, ou o que esteja fazendo - missões, coleta, raidando - você estará ajudando a determinar que bases se desenvolvem, e que Zonas de Influência se expandirão. Qualquer área que uma Base controle é considerada sua Zona de Influência, incluindo Bases Vassalas. Todas as Bases Vassalas existem dentro da Zona de Influência de sua Base Dominante.[12] – Margaret Krohn
Toda base controla uma área geográfica predefinida chamada de Zona de Influência (ZOI). A atividade de jogadores dentro da ZOI é levada em consideração e conta para a evolução de uma determinada base.[11]
Toda Base pode se tornar uma cidade, mas é limitada por seus vizinhos. Bases tem níveis diferentes de evolução, e a quantidade de bases que pode existir em cada nível é limitada. Imagine que isso é porque bases mais avançadas precisam de espaço. Bases abrangem uma área maior à mediad que crescem, e precisarão de mais esforço para se sustentarem. Esse sistema é a principal influência da mudança no mundo pois cria uma escassez de recursos. À medida que as Bases avançam em seus estágios de crescimento, impedirão que Bases vizinhas progridam, e dominarão suas zonas de influência.[11]
Ao participar de atividades conhecidas, como missões, coleta e raids, jogadores têm controle para determinar quais bases no mundo se desenvolverão.[13]
O que mais nos diferencia de outros MMOs é que temos um mundo vivo, que respira e reage às ações dos jogadores... Nosso mundo é separado em zonas, que são então separadas no que chamamos de bases. Bases são como zonas de influência invisiveis que percebem tudo que um jogador faz; então à medida que os jogadores ganham experiência matando coisas, fazendo missões, criando itens, etc, a base também ganha experiência. Quando uma base ganha experiência o suficiente, ela evolui e começa a atrair PNJs para si.[14] – Jeffrey Bard
Até um quinto do mundo estará envolvido na ZOI de uma Metrópole. As diversas bases vassalas dentro dos "limites" de uma ZOI podem acabar parecendo um país ou uma nação.[15]
Zonas de influência se conectam completamente pelo mundo sem deixar espaços vazios.[16]
Não existe um lugar onde você faça algo que não esteja beneficiando uma base.[16] – 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.[17][4][12]
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.[18] – Steven Sharif
Climate
Since you instigated this event, which changed the weather, that will also now influence spawns nearby. You could potentially be spawning- well you are spawning side quests that relate to the rain, changes in enemies that relate to the rain, and that's driven on player action. So it is like a feedback loop.[20] – Skott B
Some environments (Biomes) have fixed climates and others are variable.[21][22][23] Dynamic weather of varying intensity can triggered by certain events.[20][21][24][25]
- During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[26] – Steven Sharif
- Certain abilities and also professions (such as Farming) may be enhanced or hindered during certain climates and seasonal weather events.[27][28][21][26][29] For example: lightning might be stronger in the rain.[27]
- There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[29] – Steven Sharif
- Weather conditions affect mob spawning, side quests, gatherables, vehicles, mounts, ships, resistances, targeting, and boss mechanics.[20][28][21]
- Access to dungeons and raids may also be hindered or blocked by changes in climate.[28]
- It was later stated that loot tables will likely not be affected by weather conditions.[28]
- They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[30] – Steven Sharif
- Weather events and encounters themselves can include hazards that can appear and shake things up. They can also help too, if you can kite enemies into the lightning strikes or whatever.[19] – Skott B
Ver também
Referências
- ↑ Zinnie Gaming Q&A, 22 May 2017 (22:54).
- ↑ 2.0 2.1 The mighty beard!
- ↑ MMOGames interview, January 2017
- ↑ 4.0 4.1 Livestream, 15 May 2017 (30:53). Erro de citação: Código
<ref>
inválido; o nome "livestream-15-May-2017-30:53" é definido mais de uma vez com conteúdos diferentes - ↑ Cryy Ashes of Creation Q&A, 20 January 2017 (06:12).
- ↑ The mighty beard!
- ↑ 7.0 7.1 Transmissão ao vivo, 2017-10-31 (33:28).
- ↑ Transmissão ao vivo, 2017-05-19 (37:03).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 10.0 10.1 10.2 10.3 Transmissão ao vivo, 2018-09-27 (48:13).
- ↑ 11.0 11.1 11.2 Node series part I
- ↑ 12.0 12.1 Blog - Know Your Nodes - The Basics.
- ↑ Ashes of Creation FAQ.
- ↑ Entrevista, 2018-04-20 (7:22).
- ↑ Entrevista, 2018-05-11 (55:16).
- ↑ 16.0 16.1 Transmissão ao vivo, 2018-07-09 (39:32).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 19.0 19.1 19.2 Vídeo, 2024-02-29 (16:34).
- ↑ 20.0 20.1 20.2 Vídeo, 2024-02-29 (16:09).
- ↑ 21.0 21.1 21.2 21.3 Vídeo, 2022-05-27 (2:21).
- ↑ Transmissão ao vivo, 2017-07-18 (36:47).
- ↑ Transmissão ao vivo, 2017-06-01 (29:33).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ Transmissão ao vivo, 2017-07-28 (41:25).
- ↑ 26.0 26.1 Transmissão ao vivo, 2022-02-25 (1:05:37).
- ↑ 27.0 27.1 Transmissão ao vivo, 2024-02-29 (55:34).
- ↑ 28.0 28.1 28.2 28.3 Transmissão ao vivo, 2022-05-27 (1:14:46).
- ↑ 29.0 29.1 Transmissão ao vivo, 2020-09-30 (1:04:56).
- ↑ Vídeo, 2022-05-27 (9:34).