角色扮演

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Wikiadmin讨论 | 贡献2019年5月27日 (一) 15:36的版本 (Text replacement - "Role playing" to "Roleplaying")

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Backpack sockets (slots).[1]

A big component of the MMORPG that - half of that acronym is RPG role-playing game. And in order to role-play you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the back that can plug in certain types of props or items that are created by the character team, like Carson, might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[1]Steven Sharif

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角色扮演 is supported by various systems in Ashes of Creation.[2][3]

A MMO lives and breathes on its community and we don't really want to give short shrift to any one of those types. All of them are important: the RPers are important, the people who just want to hang out in the Inn and talk are important, they all add to the game and so we want to make sure that we take care of all of them... You can run a business based on RPing.[6]Jeffrey Bard

房屋裝飾

Template:Housing decoration

Ashes of Creation Apocalypse player housing

Ashes of Creation Apocalypse players can establish 玩家房屋 and save Furniture arrangements for use in the full game.[7][8]

社會組織

社會組織 are ways for players to interact with the world around them in a different manner. They are about creating micro communities within the game.[10]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4).[11]

The whole idea of these societies is that they are a mechanism for progression that do not have to rely on your level progression. These are different progression paths that players can participate in. If you don't want to leave a node in your gameplay experience and you want to find as much as you can do within that city, these offer those things. Now, some quests might take you outside of the city to hunt and pursue things, but you could also perfectly be a person that is a merchant and purchases them from other travelers instead of having to go do it yourself. We want to offer players a diverse method of progression; and these systems house those benefits.[12]Steven Sharif
Sometimes two organization's goals might not align with each other and there'll be conflict there, but it's not going to be like everybody in the Traders Guild is at war with everybody in the Thieves Guild.[13]Jeffrey Bard
  • Social organizations are run by NPCs, however there will be ranks that certain members can attain that will grant some influence over the organization.[14]
Q: Is the team developing social and religious organizations in a modular way so that player created ones could be made to exist later?
A: We are not developing those in a modular way because there is a very specific intent for those those disparate paths; and they are unique paths of progression that's intended both with a religious system as well as the social organization; and there are certain reward structures that live at the end of those paths- at the top of those paths you might say that we might not want to leave in the hands of players to modularize. Not that it's not something we can do, but rather keeping containers for certain types of reward structures helps to guard against more balance breaking issues.[17]Steven Sharif

Social animations

There are interactive social animations and emotes.[20]

Some animations will be agreed-upon emotes that you can initiate with other characters.[23]

Q: Can we dance on tables?
A: Technically the tables are in world, so yes...[24]Steven Sharif

There may be emotes associated with mounts and pets, such as petting, hugging, or playing with them.[25]

In alpha one you might have seen some of the anims on the rider of a horse that they went down and patted the side of the neck, or they would pet those; but those would be separate actions that you could potentially do as just additional emotes, but interfaces with a mount or pet that you have active.[25]Steven Sharif

Emoji

Emoji adds additional flare either for chat or character representation (social animations).[20][23][26]

客廳遊戲

客廳遊戲 (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

客廳遊戲 were a Kickstarter stretch goal.[34]

Mobile interface

Template:Mobile interface

Character sheet

網上角色頁面將於正式上市後緊接推出,展示:[35]

每個角色都將有一個獨自的主頁,玩家將可以隨心所慾設計展示不同資料。這將是遊戲外一個角色扮演的小要素,讓你可以建立角色背景、人格特質之類。[37]Steven Sharif

網上角色頁面將能透過遊戲內的瀏覽器介面查閱。[36]

我們對於角色頁面的願望之一是希望能透過遊戲內的瀏覽器打開頁面,讓玩家可以查閱其他角色的日誌,了解他們的背景歷史,而這些都是玩家自行決定與他人分享與否的。從角色扮演的角度來說,我們希望玩家投入沈浸於自己的角色。[36]Steven Sharif

玩家可以自行決定在頁面中展示的資料。[35]

Marriage

There is a marriage mechanic in Ashes of Creation, including same-sex marriages.[39]

You might have a NPC that is specifically a RP event NPC. This is a person who marries you and you come up to them and they have a quest that relates to finding the cosmetic attire for the wedding; and once you have that achieved you must find a Best man or Maid of honor- these are systems that can be created around immersion in the game.[2]Steven Sharif

Marriage may unlock different activities that are not available to characters who are not married.[42]

There are not plans for gender neutral neutral pronouns. However our marriage system which will be present does not take into account gender. So two individuals of any sex will be able to utilize the marriage system and we feel that that's pretty important to really reflect the nature the cultures in Ashes of Creation: That it does not have that conflict present in this fantasy world that we may have experienced in the past in our real world; and that's a good place both from a sanctuary standpoint through people who are maybe experiencing that in the real world to get away from it in the fantasy world: We wanted to provide that type of outlet.[43]Steven Sharif

故事線

Alpha-2 early preview of the story arc UI.[44]

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.[45]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[46]

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.[47]Skott B

故事線 are unlocked by multiple types of player activity within each server.[48][46][45][49]

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.[49]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.[57]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.[48]
  • 故事線 drive one or more storyline quests within the game.[59][60][61][62][52]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[59][60]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[59]
  • 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.[64]
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.[64]Skott B
info-orange.png以下某些信息最近尚未得到開發人員的確認,可能不在當前的開發路線圖上。

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.[68]

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引用

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