Zones
Zones in Ashes of Creation may refer to.
Zones of influence
每個節點都有預設的影響覆蓋範圍,稱為影響區域。玩家在影響區域內的活動將影響該區節點的發展。[7]
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 .[9] – Jeffrey Bard
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.[7]
There is not a space where you will move in to do something and no node will get that experience.[11] – Steven Sharif
- 地底節點與位於其正上方的節點屬於相鄰節點,但不屬於同一影響區域。[12][13][14]
- 大都會的影響區域將覆蓋多達五分之一的世界。該影響區域的邊境內會有多個附庸節點,最終或會看起來像一個國家或民族。[15]
Biomes
There are approximately 18 biomes (environments) in Ashes of Creation.[2]
We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[21] – Michael Bacon
Castle regions
公会城堡 influence a castle region around them.[3]
- A castle's region is 1/5th the game world.[22]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[23][24]
- A castle could have a metropolis beside it.[25]
- Castle region boundaries are static.[23]
- Guild castles impose a tax on all revenue for the nodes within its region.[26][27]
Economic regions
Economic regions are static areas defined by geographic points of interest.[4][5][29]
- Castle regions are larger and encompass multiple economic regions.[4]
- 節點 are the glue that hold castle and economic regions together in potential synergy or chaos.[30]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[24]
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.[5] – Sarah Flanagan
兴趣点
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[32][33] This content adapts to the node progression of the zone it is in.[31][34]
- Additional buildings will spawn.[31]
- Additional mobs will spawn.[31]
- Different antagonists/leaders with different story lines.[31][34]
- Populations will change.[34]
- Content difficulty will change.[34]
- The content may be different altogether.[34]
- Additional quest hooks.[31]
- 地下城 will be unlocked when certain nodes advance to certain stages.[35]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[35]
- POI events are events that relate to specific points-of-interest (POI).[39]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[40]
- 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.[35]
其他
引用
- ↑ 直播, 2022-08-26 (1:05:47).
- ↑ 2.0 2.1 2.2 直播, 2021-01-29 (21:55).
- ↑ 3.0 3.1
- ↑ 4.0 4.1 4.2 4.3
- ↑ 5.0 5.1 5.2
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 7.0 7.1 7.2 Node series part I
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 訪談, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 11.0 11.1 直播, 2018-07-09 (39:32).
- ↑ 直播, 2019-03-29 (58:14).
- ↑ 直播, 2019-03-29 (29:17).
- ↑ 直播, 2017-05-05 (37:52).
- ↑ 訪談, 2018-05-11 (55:16).
- ↑ 直播, 2021-09-24 (1:08:43).
- ↑
- ↑ 直播, 2017-06-01 (29:33).
- ↑
- ↑ 直播, 2021-06-25 (55:39).
- ↑ 直播, 2021-06-25 (53:15).
- ↑
- ↑ 23.0 23.1
- ↑ 24.0 24.1
- ↑
- ↑ 直播, 2021-04-30 (1:01:10).
- ↑
- ↑ About Ashes of Creation.
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 34.0 34.1 34.2 34.3 34.4 直播, 2017-11-17 (18:29).
- ↑ 35.0 35.1 35.2 35.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑