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Procedural generation
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[1]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[2][3]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[4][3][5]
- 節點佈局與風格 is determined by several factors, such as Environment (biome) and location, Node type, and Race.[6][7]
- 維拉 are both pre-generated and player influenced.[1][8]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[1] – Steven Sharif
維拉
- 最大的道路被稱為動脈。這些都是曾經的維拉古代公路系統的遺蹟。[8]。
- 隨着節點推進較小的道路,被稱為靜脈,連接動脈和節點。[8]
- 根據節點推進的階段,小路會從節點上干出,連接到興趣點.[8]。
- 道路或小路不會因為在同一地區的反覆交通而被磨損成普通的地面。[8]。
不同的季節和事件可能會影響到各種道路的通行。[11][12][13]。
- 夏季開放的路徑在冬季可能會關閉。[13]。
- 季節性影響可能會對通過大篷車運輸貨物造成障礙或堵塞。[11][12][14]
- 水在冬天會變成冰,使玩家能夠在水面上行走,但卻阻擋了玩家進入水面下的東西。[13]
- 冰會使道路顛簸和濕滑。[15]
地下世界 路線 將動態地打開或關閉 (基於節點狀態).[16]
節點佈局與風格
節點佈局與風格 is determined by several factors:[6][7]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[19] – Steven Sharif
- Environment (biome) and location of the node.[19][6][7]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[20]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[20] – Steven Sharif
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[7] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[21][22][6][18][7][23][24]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[25] – Steven Sharif
- The rest is determined by the node's mayor.[7]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[26]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[26] – Steven Sharif
世界管理員
The 世界管理員 is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[27]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[28] – Steven Sharif
- Prices of glint.[29]
- A heatmap of experience being gained to apply to node advancement.[29]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[30]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[31]
- Transit of resources and goods between regions to drive quest rewards for nodes.[29]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[29] – Steven Sharif
其他
引用
- ↑ 1.0 1.1 1.2 直播, 2022-02-25 (1:07:36).
- ↑
- ↑ 3.0 3.1 直播, 2017-05-19 (37:03).
- ↑ 4.0 4.1 Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ 6.0 6.1 6.2 6.3 直播, 2020-10-30 (39:17).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 直播, 2018-09-27 (53:06).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 直播, 2021-01-29 (1:13:04).
- ↑ 直播, 2021-01-29 (55:44).
- ↑ 直播, 2018-02-09 (45:48).
- ↑ 11.0 11.1 11.2 11.3 Podcast, 2021-04-11 (23:36).
- ↑ 12.0 12.1 直播, 2020-06-26 (1:29:06).
- ↑ 13.0 13.1 13.2 13.3 直播, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 直播, 2020-10-30 (1:19:13).
- ↑ 直播, 2017-05-19 (32:23).
- ↑ 18.0 18.1 18.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 19.0 19.1 直播, 2022-02-25 (41:00).
- ↑ 20.0 20.1 直播, 2021-02-26 (1:12:18).
- ↑ 直播, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ 訪談, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ 25.0 25.1 訪談, 2018-05-11 (47:27).
- ↑ 26.0 26.1 直播, 2022-07-29 (1:13:09).
- ↑ 訪談, 2020-07-19 (1:10:55).
- ↑ 直播, 2022-10-14 (57:22).
- ↑ 29.0 29.1 29.2 29.3 訪談, 2020-07-19 (1:08:22).
- ↑ 訪談, 2020-07-18 (10:04).
- ↑ 訪談, 2020-07-08 (1:00:15).