Personal caravans

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Caravan speed is affected by caravan components and the type of roading.[1]

There'll be different variants of each of the components, with the wheels for example, would have variants that will excel perhaps at off-road over on-road and vice versa. So right now we have caravans that are set up more for the on-road portion, but you will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[1]Chris Justo

Personal caravans of different tiers deployed outside the Winstead node in Alpha-2. 3D models by Hal Anderson.[2]

Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[3][4][5][6][7][8]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher nodes.[9][10]

  • Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[13]
  • The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[13]
    • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[14]
  • Caravans have collision, so other players could jump on the caravan while it is being driven.[13]
    • Players or mounts trying to block caravans will be pushed out of the way.[15][16]

Personal caravan initiation

Deploying a personal caravan in Alpha-2.[17]

It's important for me to find a place that's relatively obscure so as not to attract any unwanted eyes.[17]Steven Sharif

Personal caravans prepared and launched at caravan master NPCs located at caravansary service buildings that are present at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher nodes.[3][4][9][10]

When you want to launch a caravan you have must first have a caravan that's constructed at the caravansary.[9]Steven Sharif
  • Once a caravan is constructed it will be hosted at that caravansary. Players will be able to select from a list of available caravans via a UI screen, which will show the available storage compartments for each caravan.[3][9]
  • All types of cargo can be shipped in caravans. The only constraint is available size (in the Tetris inventory system).[19]
  • Once a caravan is constructed and loaded with cargo, it is in a launch-ready state and can be launched in the caravan master UI whenever the caravan owner is ready. Launching the caravan will place a caravan item in the owner's inventory.[3]
You're going to have a little caravan item and when you right-click it you're going to be in deployable mode for you to be able to place that- it's a representation that you're summoning the caravan so that people around you know that you are launching a caravan.[3]Chris Justo
  • Once launched, caravan owners will see a visible radius around the node, beyond which the owner can begin deployment of their caravan.[3] Deployment takes approximately two minutes by default, but can hastened through upgrades to the caravansary building.[20]
    • Previously the concept for launching a caravan involved an overhead map UI of the node.[9] The developers moved away from this in favor of a more immersive in-world approach.[21]
  • Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes. This will also begin a deployment process that will take an amount of time based on the distance from the caravansary, the caravan's components, and any benefits or buffs from upgrades, node policies, or relics.[11]
  • Previously it was stated that personal caravans can be launched from any point of storage.[22]

Raft caravan initiation

Raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[23][24][25][7][12]

  • There will be a delay of "a few minutes" while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[23][24][25][7]
Part of this transition process is again the risk that you're introducing for the reward of having greater flexibility in movement through the land and that risk is basically you're a sitting duck here for lack of a better term.[23]Steven Sharif
  • The conversion structure does not benefit from damage mitigation points of land or raft caravans, so it's a very weak position to be in.[26]
There's two kinds of methods to crossing rivers: One of them is with bridges, which are constructed by mayors and players, but the other method is via a transformation into a raft... It'll make you a little bit of a sitting duck while you're transitioning. Once you're in the water you'll get a nice speed boost from the currents; and it's a alternate means to getting stuck on the choke points that are bridges.[24]Chris Justo
Skill Icon Base skill
Convert to Caravan Convert to Caravan Icon.png Allows the raft caravan to turn into a vehicle that can traverse land.[ 需要引用 ]
Convert to Raft Convert to Raft Icon.png Allows the caravan to turn into a vehicle that can cross calm waters.[27]

Caravan stats

Alpha-2 Tier 5 caravan stats UI.[4]

If I am utilizing components that might give my caravan a significantly higher stat of speed, it's unlikely that I would also at the same time be able to select components that were to give an equitable amount of benefit in the stat of, let's say, cargo or health. It's going to be tradeoff in that sense.[28]Steven Sharif

Caravan stats are derived from caravan components. The higher tier the components, the better the stats.[4]

核心数据
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Caravan skills

Caravan components grant passive and active skills to a caravan.[4]

Caravan active skills

Skill Icon Base skill
Collect Cargo Collect Cargo Icon.png Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[34]
Convert to Caravan Convert to Caravan Icon.png Allows the raft caravan to turn into a vehicle that can traverse land.[ 需要引用 ]
Convert to Raft Convert to Raft Icon.png Allows the caravan to turn into a vehicle that can cross calm waters.[27]
Healing Aura Healing Aura.png Provides healing to nearby defenders over time.[35]
Repulsor Blast Repulsor Sphere T3 Activate.png Blast away nearby attackers.[36]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[37]

Caravan passive skills

Skill Icon Base skill
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[38]

Roading

阿尔法-1 早期预览道路.[39]

我们在游戏中的道路系统基本上是由预先设置的路线驱动的,这些路线通向曾经是维拉古代公路系统的大动脉;从那里开始,当节点前进时,有一些道路会显现出来;我们称这些为静脉。它们来自于主干道,然后随着节点的推进,有一些兴趣点,正如杰夫之前讨论的那样。这些存在于世界各地的兴趣点,其中一些与多个节点共享覆盖范围,但取决于哪个节点推进到激活兴趣点的阶段,它将创建这些小路,可以说,然后从节点本身出发。因此,你从大动脉古道--那种贯穿不同区域的古道--分解成通向特定营地和村镇的静脉,然后从独立的小路中衍生出来,通向这些地区的兴趣点。 到这些地区的兴趣点,是狩猎场。这些都是最初没有显现的,随着玩家们在世界范围内的推进,它们也会上线。.[40]Steven Sharif

维拉中的道路既是预先生成的,也是玩家影响的。[40]

  • 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。[40]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[40]
    • 道路会随着节点的推进而升级。
    • 道路将随着节点的推进而升级。不同的道路将决定所需的大篷车速度和类型(非公路与公路)。[41]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[40]
  • 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。[40]

不同的季节事件可能会影响到各种道路的通行。[42][43][44]

  • 夏季开放的路径在冬季可能会关闭。[44]
  • 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。[42][43][45]
    • 一些事件可能会导致特定的道路被封锁。[42]
    • 障碍物可能会在道路上出现障碍,玩家必须清除这些障碍物以允许货物过境。[44]
  • 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。[44]
    • 冰会使道路颠簸和湿滑。[46]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[47]

自由领地 不可以放在接近于 道路.[48]

商隊 PvP

Alpha-1商隊 PvP[49]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[50]Steven Sharif

商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)[51]

  • 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[50]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[52][53][54]
    • 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[52]
  • 要成功擊毀一個商隊,將需要一個隊伍。[55][30]
  • 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[14]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[52]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[56]

  • 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[56]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[56]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[56]Jeffrey Bard

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[57][58] These will be tested and refined during the alpha and beta testing phases.[56]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[57]Steven Sharif
  • PvP 賽季 reward performance in the caravan system over the course of the season.[60][61]
  • Other incentives and risks are social and are created (informally) between players.[57][56]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[65][66][67]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[68][69][65][66]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[67]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[67]Steven Sharif

摧毀商隊

商隊摧毀時 (變成殘骸),將掉落一部分運輸中的貨物[55][70][71] 其餘貨物將會消失。[72]

  • 任何人都可以撿拾商隊殘骸。[72]
  • 摧毀時將有機會掉落商隊組件。掉落高級組件時,商隊擁有人或其他玩家將可以回收組件。[73]
  • 玩家可利用掉落的重型貨物證書,在商隊的起行節點贖回部分貨物。[74][71]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[71]Steven Sharif

商隊種類

Tier 5 personal caravan on route from Winstead to Miraleth in Alpha-2. 3D model by Hal Anderson.[75]

There are different types of 商隊 in Ashes of Creation.[76][8]

视觉效果

其他

引用

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