兴趣点
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]
- Additional buildings will spawn.[1]
- Additional mobs will spawn.[1]
- Different antagonists/leaders with different story lines.[1][4]
- Populations will change.[4]
- Content difficulty will change.[4]
- The content may be different altogether.[4]
- Additional quest hooks.[1]
- 地下城 will be unlocked when certain nodes advance to certain stages.[5]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[5]
- POI events are events that relate to specific points-of-interest (POI).[9]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[10]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]
世界地圖
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.[14] 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.[15]
- 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.[15]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[16][5]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[17]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[18]
- Previously, detailed information about the world was only available through the Library unique node building.[19]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[22][23][24]
- Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[23] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[25]
维拉
- 最大的道路被称为动脉。这些都是曾经的维拉古代公路系统的遗迹。[27]。
- 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[27]
- 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[27]。
- 道路或小路不会因为在同一地区的反复交通而被磨损成普通的地面。[27]。
不同的季节和事件可能会影响到各种道路的通行。[29][30][31]。
- 夏季开放的路径在冬季可能会关闭。[31]。
- 季节性影响可能会对通过大篷车运输货物造成障碍或堵塞。[29][30][32]
- 水在冬天会变成冰,使玩家能够在水面上行走,但却阻挡了玩家进入水面下的东西。[31]
- 冰会使道路颠簸和湿滑。[33]
地下世界 路线 将动态地打开或关闭 (基于节点状态).[24]
Dungeon locations
地下城 and other points of interest are located throughout the map in-between the 85 node locations.[8]
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.[8]
- Multiple nearby nodes may collectively influence larger POIs.[6]
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[6] – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.[7][8]
Landmarks
Landmarks are scattered throughout the world, allowing players to judge their position on the map.[35]
From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[35] – Steven Sharif
Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[35] – Mat Broome
Corrupted areas
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[37][38][39][40][41][42][2]
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[43]
- These are sources of NPC events that players need to address before they grow out of hand.[37][44][42]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[37][43]
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[45]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[45] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only PvP related activities lead to player corruption (in the flagging system).[46][47]
- To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[46] – Steven Sharif
- When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[48] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[37]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[37][38][49][50][51]
海底節點
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[52]
- There won't be nodes underwater or in the water.[53]
Economic regions
Economic regions are static areas defined by geographic points of interest.[55][56][57]
- Castle regions are larger and encompass multiple economic regions.[55]
- 節點 are the glue that hold castle and economic regions together in potential synergy or chaos.[58]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[59]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[56] – Sarah Flanagan
Castle regions
公会城堡 influence a castle region around them.[60]
- A castle's region is 1/5th the game world.[61]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[62][59]
- A castle could have a metropolis beside it.[63]
- Castle region boundaries are static.[62]
- Guild castles impose a tax on all revenue for the nodes within its region.[64][65]
區域與發展
地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[66][25][67]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[68]
- We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[69] – Steven Sharif
Battlegrounds
戰場是在開放世界進行的 PvP 戰鬥。[70] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記成戰鬥員 (purple)。[71]
非戰鬥員 (綠色)玩家進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[5]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[77]
城堡系統、節點戰、商隊系統、各個戰場、公會戰,我們希望這些衝突都是有意義的。我們希望玩家在參與 PvP 時會有相應的風險。[78] – Steven Sharif
美術圖
2024-01-23 2021-03-29
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 直播, 2021-03-26 (50:33).
- ↑ 2.0 2.1 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 直播, 2017-11-17 (18:29).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2
- ↑ 7.0 7.1
- ↑ 8.0 8.1 8.2 8.3 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 12.0 12.1 直播, 2022-08-26 (46:52).
- ↑ 影片, 2023-01-27 (4:39).
- ↑ 訪談, 2017-05-22 (22:54).
- ↑ 15.0 15.1 The mighty beard!
- ↑ 直播, 2023-09-29 (1:14:29).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 直播, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
- ↑ 直播, 2017-05-19 (37:03).
- ↑ 直播, 2022-08-26 (53:26).
- ↑ 23.0 23.1 直播, 2020-06-26 (1:25:11).
- ↑ 24.0 24.1 直播, 2020-10-30 (1:19:13).
- ↑ 25.0 25.1 直播, 2017-05-15 (30:53).
- ↑ 直播, 2021-01-29 (55:44).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 直播, 2021-01-29 (1:13:04).
- ↑ 直播, 2018-02-09 (45:48).
- ↑ 29.0 29.1 29.2 Podcast, 2021-04-11 (23:36).
- ↑ 30.0 30.1 直播, 2020-06-26 (1:29:06).
- ↑ 31.0 31.1 31.2 31.3 直播, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 直播, 2017-05-19 (32:23).
- ↑ 35.0 35.1 35.2 35.3 直播, 2018-08-17 (10:01).
- ↑ 影片, 2023-11-30 (29:26).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 影片, 2023-11-30 (32:36).
- ↑ 38.0 38.1 訪談, 2023-07-09 (47:05).
- ↑
- ↑ 影片, 2023-03-31 (1:22).
- ↑ 影片, 2023-03-31 (3:32).
- ↑ 42.0 42.1 直播, 2021-03-26 (50:03).
- ↑ 43.0 43.1 直播, 2020-11-08 (12:47).
- ↑ 直播, 2021-06-25 (1:13:30).
- ↑ 45.0 45.1 直播, 2022-01-28 (1:17:12).
- ↑ 46.0 46.1 直播, 2023-03-31 (54:22).
- ↑ 直播, 2021-06-25 (1:32:24).
- ↑ 48.0 48.1 直播, 2023-03-31 (58:27).
- ↑ 直播, 2023-03-31 (59:10).
- ↑ 影片, 2023-03-31 (16:42).
- ↑
- ↑ 直播, 2018-04-8 (AM) (18:29).
- ↑ 直播, 2018-04-8 (PM) (1:01:28).
- ↑ About Ashes of Creation.
- ↑ 55.0 55.1 55.2
- ↑ 56.0 56.1
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑
- ↑ 59.0 59.1
- ↑
- ↑
- ↑ 62.0 62.1
- ↑
- ↑ 直播, 2021-04-30 (1:01:10).
- ↑
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 70.0 70.1 70.2 70.3 70.4 直播, 2017-05-05 (14:26).
- ↑ 直播, 2017-05-19 (45:14).
- ↑ 72.0 72.1 Podcast, 2021-04-11 (49:40).
- ↑
- ↑ 直播, 2021-04-30 (41:18).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ 直播, 2017-11-17 (45:19).
- ↑ 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2017-04-30 (5:31).