商隊

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商隊讓希望賺取利潤的玩家運輸貨物。[2]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[2]

  • 商隊可用於運輸多個玩家的貨物。[6]

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)。[8]

商隊種類

Tier 5 personal caravan on route from Winstead to Miraleth in Alpha-2. 3D model by Hal Anderson.[9]

There are different types of 商隊 in Ashes of Creation.[10][11]

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by 市長 to obtain needed resources from other nodes.[16][17][10]

  • Players can participate in helping to defend the caravan if they wish.[17]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[17]Steven Sharif

Quest driven caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[17][10][11]

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。
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[19]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • 维拉 will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[20]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[19]Steven Sharif

Personal caravans

Caravan speed is affected by caravan components and the type of roading.[21]

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.[21]Chris Justo

Personal caravans of different tiers deployed outside the Winstead node in Alpha-2. 3D models by Hal Anderson.[22]

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.[12][13][23][14][15][11]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher nodes.[24][25]

  • Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[28]
  • 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.[28]
    • 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.[29]
  • Caravans have collision, so other players could jump on the caravan while it is being driven.[28]
    • Players or mounts trying to block caravans will be pushed out of the way.[30][31]

Naval caravans

Alpha-2 raft caravan in the Riverlands biome.[32]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[15]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[33][34][24][27]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[38][39]

Caravan inventory

Alpha-2 materials inventory user interface.[40]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[41]Steven Sharif

库存 capacity has quantity (stacking) limits based on the type of item.[42][43] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[44][45]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[49]Steven Sharif
  • 物品 are placed into the most suitable inventory slots by default.[40]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[40]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[49]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[42]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[42]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[57]Steven Sharif
  • Inventories will be able to be sorted.[41]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[48]Steven Sharif
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。
  • 骡子 can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[58]

Caravan building

Template:Caravan building

Caravan components

Caravan components and caravan stats UI in the Alpha-2 caravan master UI.[13]

Caravans have these items within them called components; and those act like the gear on the caravan. So they can modify their stats, grant them passive and even active abilities. So you can- if you upgrade your components, you can get powerful caravans.[13]John Collins

Caravan components and caravan skins both affect a caravan's appearance.[13]

Caravans will take on different appearances based on upgrades and any skins applied to them![60]

商隊 are constructed from components at caravan master NPCs in caravansary service buildings within

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) nodes or higher.[13][24][61][62]

  • Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[13]
    • There is a tradeoff between certain caravan stats and benefits provided by caravan components.[63][64]
If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[63]Steven Sharif
  • If components are missing, default versions with lowest stat values will be applied to the caravan.[24][61][62]
In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[24]Steven Sharif
  • Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[66]
  • Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[63]

Initiating caravans

Quest driven caravan initiation

Mayoral caravans are system-driven caravans that are launched by 市長 to obtain needed resources from other nodes.[17][10]

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。

Players can initiate quest driven caravans (via a NPC) with the following parameters.[67]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[67]Steven Sharif
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[67]Steven Sharif

Personal caravan initiation

Deploying a personal caravan in Alpha-2.[71]

It's important for me to find a place that's relatively obscure so as not to attract any unwanted eyes.[71]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.[12][13][24][25]

When you want to launch a caravan you have must first have a caravan that's constructed at the caravansary.[24]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.[12][24]
  • All types of cargo can be shipped in caravans. The only constraint is available size (in the Tetris inventory system).[73]
  • 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.[12]
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.[12]Chris Justo
  • Once launched, caravan owners will see a visible radius around the node, beyond which the owner can begin deployment of their caravan.[12] Deployment takes approximately two minutes by default, but can hastened through upgrades to the caravansary building.[74]
    • Previously the concept for launching a caravan involved an overhead map UI of the node.[24] The developers moved away from this in favor of a more immersive in-world approach.[75]
  • 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.[26]
  • Previously it was stated that personal caravans can be launched from any point of storage.[76]

Naval caravan initiation

Raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[32][34][35][15][27]

  • 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.[32][34][35][15]
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.[32]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.[77]
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.[34]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.[78]

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[10]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[79]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • 维拉 for the transit goods via the caravan system.[80]
    You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[80]
From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[79]Steven Sharif

Roading

阿尔法-1 早期预览道路.[83]

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。.[84]Steven Sharif

维拉中的道路既是预先生成的,也是玩家影响的。[84]

  • 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。[84]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[84]
    • 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)。[20]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[84]
  • 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。[84]

不同的季节事件可能会影响到各种道路的通行。[85][86][87]

  • 夏季开放的路径在冬季可能会关闭。[87]
  • 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。[85][86][88]
    • 一些事件可能会导致特定的道路被封锁。[85]
    • 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。[87]
  • 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。[87]
    • 冰会使道路颠簸和湿滑。[89]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[90]

自由领地 不可以放在接近于 道路.[91]

商隊 PvP

Alpha-1商隊 PvP[92]

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.[93]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)[94]

  • 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。[93]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[95][96][97]
    • 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。[95]
  • 要成功擊毀一個商隊,將需要一個隊伍。[4][98]
  • 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。[29]

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.[95]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[99]

  • 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。[99]

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.[99]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.[99]Jeffrey Bard

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[101][102][103]

  • 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.[104][105][101][102]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[103]
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.[103]Steven Sharif

PvP 賽季

Performance in various PvP systems (such as 商隊, 競技場, 公會戰) is measured over the course of 6 month PvP 賽季. At the end of each season, a player's cumulative score may unlock various rewards.[106][107]

裝備強化獎勵

Gear enhancements are possible both during and after an item is crafted.[109][110]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[109]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[110]Steven Sharif
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。

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[4][119][120] 其餘貨物將會消失。[121]

  • 任何人都可以撿拾商隊殘骸。[121]
  • 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。[122]
  • 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。[123][120]

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.[120]Steven Sharif

匠人供應鏈

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[124][125] Each stage of the chain may require caravans to transport goods from one artisan to another.[126]

  1. Obtaining raw materials:[127]
  2. Refining the raw materials with the 加工 profession.[125]
  3. 製造 the finished product using its crafting recipe.[125]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[130]Steven Sharif

Castle nodes

One of the 5 guild castles is located on an island, depicted with its 3 adjacent castle nodes.[131][132]

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[133]

公会城堡 have three adjacent castle nodes in close proximity.[134][135] The guild must develop those nodes to enhance the defenses of the castle.[134] It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[136]

Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[101]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[135]

  • Levelling castle nodes is a hastened process compared to regular nodes.[138]
  • At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[139][140]
    • During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[139]
    • The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[139][135]
    • Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[139]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[135]

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[135]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[134]

  • Only members of the occupying guild are citizens of these nodes.[141]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[141][137]

Caravan skins

Caravan skins ("Pimp my caravan") were available in the cash shop (cosmetic store).[143]

You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[144]Sarah Flanagan

List of caravan skins

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[148], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[133]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[149]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[150] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[151]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[151] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[150]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[151]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[152]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[152]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[153]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[153]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[154]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[154]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[155]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[155]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[155]Steven Sharif

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