World size

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480 km2 (square kilometers) is the approximate world size at launch.[1]

  • An additional 100 km2 may be taken up by the Underrealm.[2]
  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[3]

480 square kilometers; which is which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[2]Steven Sharif


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Players will be rewarded for exploring.[8]

We want to put things in the world that are dynamic; so there are reasons to keep going out and keep exploring.[9]

It will be easy to get lost in 创造的灰烬.[10]

It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[10]Steven Sharif

Number of nodes

There will be 103 regular Node locations at launch with 15 additional Castle Nodes for 118 total Nodes.[11][12][13]


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]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[16]

  • 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.[16]

In addition to node progression being a factor on map generation, zones in 创造的灰烬 will cater to all levels.[17]

Server population

Population limits will be enforced on each server.[18]

  • Around 8-10k concurrent users per server is projected.[19][20][21]

Zones of influence

节点 are pre-set locations, wrapped in a zone of influence (ZOI).[22]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[11]Margaret Krohn

Every node is given purview over a predefined geographic area called a 影响区 (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[22]

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[22]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[23]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[24]Jeffrey Bard

Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[25]

Zones of influence connect fully across the world without any gaps.[26]

There is not a space where you will move in to do something and no node will get that experience.[26]Steven Sharif

See also