分流
There won't be server channels (sharding) on a server.[1][2]
伺服器
The world will be the same on each server, but 節點 will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[3][4][5]
- To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[3] – Ry Schueller
- There will be a multitude of servers located throughout the various regions of the world.[7]
- Server selection will show the region where the server is located and/or the ping to that server.[7]
- With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[7] – Steven Sharif
- The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[8]
- Stats are available on a per-guild basis, subject to a permissions structure.[8]
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[9]
Dungeons and Raids
Ashes of Creation will be a seamless open-world experience.[12]
There will be an approximately 80/20 split between open world vs instanced encounters.[13][14][11][15][16]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[13][17][14]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[14] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[18]
- 地下城 and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[19] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[14][20] Outside of these and arenas there will not be too much instancing anywhere else.[12]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[21] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[12] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[23][14][24]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[23][14]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[23][14][21]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[21] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[14] – Steven Sharif
PvP Arenas
競技場 are instanced PvP scenarios and are not part of open world PvP.[26][27]
The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[26] – Steven Sharif
- 競技場 will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[28]
- Arenas will have a minimum level requirement to participate.[30]
- There won't be bifurcated brackets with separate player pools.[30]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[30]
- There will be an arena ladder system.[26][28]
- 市長 of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[33][32]
- The arena system may support cross-server combat.[34]
- Arena style combat is instanced but spectators may be possible through an interface.[35]
其他
引用
- ↑ 直播, 2017-05-08 (36:26).
- ↑ 直播, 2017-07-28 (35:42).
- ↑ 3.0 3.1
- ↑ 直播, 2017-05-19 (37:03).
- ↑ MMOGames interview, January 2017
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 7.0 7.1 7.2 直播, 2018-09-27 (48:13).
- ↑ 8.0 8.1 直播, 2021-11-19 (52:35).
- ↑ 直播, 2023-01-27 (4:18).
- ↑ 直播, 2020-04-30 (1:05:34).
- ↑ 11.0 11.1 訪談, 2020-07-19 (11:04).
- ↑ 12.0 12.1 12.2 12.3 直播, 2017-05-22 (20:59).
- ↑ 13.0 13.1 訪談, 2023-09-10 (58:47).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 直播, 2023-03-31 (1:00:16).
- ↑
- ↑ 直播, 2020-03-28 (1:48:36).
- ↑ 直播, 2023-05-31 (45:47).
- ↑ 直播, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 21.0 21.1 21.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 23.0 23.1 23.2 直播, 2023-04-28 (2:06).
- ↑ 直播, 2017-05-19 (24:17).
- ↑ 影片, 2017-07-16 (0:01).
- ↑ 26.0 26.1 26.2 直播, 2021-09-24 (1:22:46).
- ↑ 直播, 2017-05-05 (16:53).
- ↑ 28.0 28.1
- ↑ 直播, 2017-05-26 (48:12).
- ↑ 30.0 30.1 30.2 直播, 2022-10-28 (1:38:33).
- ↑
- ↑ 32.0 32.1 32.2 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ 直播, 2017-05-26 (29:13).
- ↑ 訪談, 2020-03-27 (11:04).