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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 its final state.[1]Jeffrey Bard

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 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.[5]

世界地圖

Updated Ashes of Creation map.[11][12]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[12]Steven Sharif

Alpha-2 work-in-progress map UI.[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]
  • Not every server will share the same map, as player decisions will vary between servers.[20][21][5]
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.[23]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。

维拉

阿尔法-1 早期预览道路.[26]

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。.[27]Steven Sharif

维拉中的道路既是预先生成的,也是玩家影响的。[27]

  • 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。[27]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[27]
    • 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)。[28]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[27]
  • 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。[27]

不同的季节事件可能会影响到各种道路的通行。[29][30][31]

  • 夏季开放的路径在冬季可能会关闭。[31]
  • 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。[29][30][32]
    • 一些事件可能会导致特定的道路被封锁。[29]
    • 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。[31]
  • 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。[31]
    • 冰会使道路颠簸和湿滑。[33]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[24]

自由领地 不可以放在接近于 道路.[34]

Dungeon locations

地下城 and other points of interest are located throughout the map in-between the 85 node locations.[8]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[6]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[7][8]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[35]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[35]

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.[35]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.[35]Mat Broome

海底節點

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[36]

  • There won't be nodes underwater or in the water.[37]

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.[38]

Economic regions are static areas defined by geographic points of interest.[39][40][41]

  • Castle regions are larger and encompass multiple economic regions.[39]
  • 節點 are the glue that hold castle and economic regions together in potential synergy or chaos.[42]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[39]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[43]

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.[40]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

公会城堡 influence a castle region around them.[44]

區域與發展

地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, 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.[50][25][51]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[52]
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.[53]Steven Sharif

Battlegrounds

戰場是在開放世界進行的 PvP 戰鬥。[54] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記戰鬥員 (purple)[55]

非戰鬥員 (綠色)玩家進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[5]

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)。[61]

城堡系統、節點戰、商隊系統、各個戰場、公會戰,我們希望這些衝突都是有意義的。我們希望玩家在參與 PvP 時會有相應的風險。[62]Steven Sharif

美術圖

其他

引用

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 直播, 2021-03-26 (50:33).
  2. 直播, 2021-03-26 (22:53).
  3. 直播, 2017-11-17 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 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 6.2 steven-pois.png
  7. 7.0 7.1 steven-dungeons.png
  8. 8.0 8.1 8.2 8.3 直播, 2020-07-25 (46:08).
  9. 直播, 2022-04-29 (40:21).
  10. jindrack-pois.png
  11. Blog - Development Update with New Map and Feature Discussions.
  12. 12.0 12.1 直播, 2022-08-26 (46:52).
  13. 影片, 2023-01-27 (4:39).
  14. 訪談, 2017-05-22 (22:54).
  15. 15.0 15.1 The mighty beard!
  16. 直播, 2023-09-29 (1:14:29).
  17. 直播, 2023-09-29 (1:11:22).
  18. 直播, 2022-05-27 (2:33).
  19. Blog: Know Your Nodes - Scientific Node Type
  20. roshen servers.png
  21. 直播, 2017-05-19 (37:03).
  22. 直播, 2022-08-26 (53:26).
  23. 23.0 23.1 直播, 2020-06-26 (1:25:11).
  24. 24.0 24.1 直播, 2020-10-30 (1:19:13).
  25. 25.0 25.1 直播, 2017-05-15 (30:53).
  26. 直播, 2021-01-29 (55:44).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 直播, 2021-01-29 (1:13:04).
  28. 直播, 2018-02-09 (45:48).
  29. 29.0 29.1 29.2 Podcast, 2021-04-11 (23:36).
  30. 30.0 30.1 直播, 2020-06-26 (1:29:06).
  31. 31.0 31.1 31.2 31.3 直播, 2017-05-08 (20:27).
  32. Our immersive world - Environments.
  33. frosty-roads.png
  34. 直播, 2017-05-19 (32:23).
  35. 35.0 35.1 35.2 35.3 直播, 2018-08-17 (10:01).
  36. 直播, 2018-04-8 (AM) (18:29).
  37. 直播, 2018-04-8 (PM) (1:01:28).
  38. About Ashes of Creation.
  39. 39.0 39.1 39.2 economic-regions.png
  40. 40.0 40.1 economic-regions1.png
  41. Unreal Engine Interview, 2017-05-23.
  42. economic-regions-static.png
  43. 43.0 43.1 region-overlap.png
  44. castle-influence.png
  45. castle-taxes2.png
  46. 46.0 46.1 castle-region.png
  47. castle-metro.png
  48. 直播, 2021-04-30 (1:01:10).
  49. castle-taxes.png
  50. 訪談, 2020-07-19 (19:35).
  51. Blog - Know Your Nodes - The Basics.
  52. 直播, 2022-08-26 (1:28:50).
  53. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  54. 54.0 54.1 54.2 54.3 54.4 直播, 2017-05-05 (14:26).
  55. 直播, 2017-05-19 (45:14).
  56. 56.0 56.1 Podcast, 2021-04-11 (49:40).
  57. steven-siege-zone.png
  58. 直播, 2021-04-30 (41:18).
  59. Blog: Creative Director's Letter, April 14 2021
  60. 直播, 2017-11-17 (45:19).
  61. 直播, 2020-12-22 (1:13:51).
  62. 影片, 2017-04-30 (5:31).