角色扮演

来自Ashes of Creation Wiki
Lex讨论 | 贡献2017年11月10日 (五) 15:54的版本 →‎Parlor games

跳到导航 跳到搜索
box warning orange.png这篇文章目前是一个存根。通过扩展它来帮助我们。

There are different systems that allow stories to be told in Ashes of Creation.[1]

  • Musical instruments.
  • Dance.
  • Easter eggs out in the world.
  • Social buildings provide spaces for players to gather and tell/share stories, while also affecting the game and interacting with the world.
  • There will not be separate RP servers in Ashes of Creation.[2]

故事線

Alpha-2 early preview of the story arc UI.[3]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[4]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[5]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[6]Skott B

故事線 are unlocked by multiple types of player activity within each server.[7][5][4][8]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[8]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[16]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[7]
  • 故事線 drive one or more storyline quests within the game.[18][19][20][21][11]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[18][19]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[18]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[23]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[23]Skott B
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。

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[27]

客厅游戏

客厅游戏 (tavern games) are games that are played in player-built taverns or in-node taverns.[28]. Some will be dice games, others will be card games; and some will be less savory.[29]

The idea behind the tavern games is to create another social interface. This is where players that are loving the RP aspect of MMORPGS- they want to walk into a tavern and meet new people and play games.[30]Steven Sharif
  • These games will involve aspects of both chance and skill.[29]
  • They must be played between 2 or more people.[29]
  • Players will be able to wager in-game currency against other players.[29]
    • The developers are considering a secondary currency for tavern games that would enable purchase of cosmetic items through a secondary currency market.[30]
    • There may be a ladder system that contributes to gaining this currency based on placement on the ladder.[30]
    • The alternative is to use the regular currency (gold).[30]
  • A portion of the income from the game goes to the tavern owner or node.[28][29]
  • Parlor games will vary based on the predominant race of a node.[30][29][31]
  • There may be unique games that can be acquired through adventuring in the world.[30]
  • Tavern owners dictate the table cost of parlor games. The node's mayor dictates the tax rate that applies when money exchanges hands.[32][33]
When a player wants to engage in a game, they may sit at a table, and another player may sit down with them. At that point the gameplay layer for the mini game will open in a user interface window. Depending on the type of game.[33]Steven Sharif

客厅游戏 were a Kickstarter stretch goal.[34]

其他

引用