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Alpha-1 preview pirate themed dynamic point of interest.[1]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[1]Jeffrey Bard

Alpha-1 preview pirate themed dynamic point of interest flythrough.[1]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[1]Steven Sharif

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]

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 scientific 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]


创造的灰烬 map.[6] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[7]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[6]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[8]Steven Sharif

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.[9] 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.[10]

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.[10]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[5]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[5]

In addition to node progression being a factor on map generation, zones in 创造的灰烬 will cater to all levels.[11]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[12]

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.[12]Steven Sharif


阿尔法-1 早期预览道路.[13]

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。.[14]Steven Sharif


  • 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。[14]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[14]
    • 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)。[15]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[14]
  • 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。[14]


  • 夏季开放的路径在冬季可能会关闭。[18]
  • 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。[16][17][19]
    • 一些事件可能会导致特定的道路被封锁。[16]
    • 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。[18]
  • 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。[18]
    • 冰会使道路颠簸和湿滑。[20]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[21]

自由领地 不可以放在接近于 道路.[22]

Dungeon locations

地牢 and other points of interest are located throughout the map in-between the 103 node locations.[23]


200 foot tall Pyrian statues in Alpha-1.[24]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[24]

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.[24]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.[24]Mat Broome

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[2]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[25]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[2]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[25][2]

  • These are sources of NPC events that players need to address before they grow out of hand.[25]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[26]

  • There won't be nodes underwater or in the water.[27]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[28]

Economic regions are static areas defined by geographic points of interest.[29][30]

  • Castle regions are larger and encompass multiple economic regions.[29]
  • 节点 are the glue that hold castle and economic regions together in potential synergy or chaos.[31]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[29]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[32]

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.[30]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[33]

公会城堡 influence a castle region around them.[34]

公会城堡 impose a tax on all revenue for the nodes within its region.[38][39]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[38]Steven Sharif

Zones and progression

地牢, 袭击, 世界老板, Mobs, 任务, Events, Resources, 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.[46][11][47]

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.[48]Steven Sharif


Battlegrounds are where Pvp battles occur in the open world.[49] These are open world PvP zones that flag players as Combatants (purple).[50]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[5]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[56]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[57]Steven Sharif


See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 现场直播, 2021-03-26 (50:33).
  2. 2.0 2.1 2.2 2.3 现场直播, 2021-03-26 (22:53).
  3. 现场直播, 2017-11-17 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 现场直播, 2017-11-17 (18:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
  6. 6.0 6.1 Blog: Creative Director's Letter
  7. mapportals.png
  8. original ashes pathfinder map.png
  9. 面试, 2017-05-22 (22:54).
  10. 10.0 10.1 The mighty beard!
  11. 11.0 11.1 现场直播, 2017-05-15 (30:53).
  12. 12.0 12.1 现场直播, 2020-06-26 (1:25:11).
  13. 现场直播, 2021-01-29 (55:44).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 现场直播, 2021-01-29 (1:13:04).
  15. 现场直播, 2018-02-09 (45:48).
  16. 16.0 16.1 16.2 播客, 2021-04-11 (23:36).
  17. 17.0 17.1 现场直播, 2020-06-26 (1:29:06).
  18. 18.0 18.1 18.2 18.3 现场直播, 2017-05-08 (20:27).
  19. Our immersive world - Environments.
  20. frosty-roads.png
  21. 现场直播, 2020-10-30 (1:19:13).
  22. 现场直播, 2017-05-19 (32:23).
  23. 23.0 23.1 23.2 现场直播, 2020-07-25 (46:08).
  24. 24.0 24.1 24.2 24.3 现场直播, 2018-08-17 (10:01).
  25. 25.0 25.1 25.2 现场直播, 2021-03-26 (50:03).
  26. 现场直播, 8 April 2018 (AM) (18:29).
  27. 现场直播, 8 April 2018 (PM) (1:01:28).
  28. About Ashes of Creation.
  29. 29.0 29.1 29.2 economic-regions.png
  30. 30.0 30.1 economic-regions1.png
  31. economic-regions-static.png
  32. 32.0 32.1 region-overlap.png
  33. Blog: 10 facts about castle sieges in the MMORPG.
  34. castle-influence.png
  35. castle-taxes2.png
  36. 36.0 36.1 castle-region.png
  37. castle-metro.png
  38. 38.0 38.1 38.2 38.3 现场直播, 2021-04-30 (1:01:10).
  39. castle-taxes.png
  40. 现场直播, 2020-08-28 (1:39:02).
  41. castle-power.png
  42. castle-resources.png
  43. castle-taxes3.png
  44. castle-taxes4.png
  45. castle-taxes5.png
  46. 面试, 2020-07-19 (19:35).
  47. Blog - Know Your Nodes - The Basics.
  48. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  49. 49.0 49.1 49.2 49.3 49.4 现场直播, 2017-05-05 (14:26).
  50. 现场直播, 2017-05-19 (45:14).
  51. 51.0 51.1 播客, 2021-04-11 (49:40).
  52. steven-siege-zone.png
  53. 现场直播, 2021-04-30 (41:18).
  54. Blog: Creative Director's Letter, April 14 2021
  55. 现场直播, 2017-11-17 (45:19).
  56. 现场直播, 2020-12-22 (1:13:51).
  57. 视频, 2017-04-30 (5:31).