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System driven caravans

来自Ashes of Creation Wiki
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System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[1][2][3]

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。
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[4]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[5]
  • 維拉 will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[6]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[4]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by 市長 to obtain needed resources from other nodes.[7][1][2]

  • Players can participate in helping to defend the caravan if they wish.[1]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[1]Steven Sharif

System driven/mayoral caravan initiation

Mayoral caravans are system-driven caravans that are launched by 市長 to obtain needed resources from other nodes.[1][2]

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。

Players can initiate quest driven caravans (via a NPC) with the following parameters.[9]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[9]Steven Sharif
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[9]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[2]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[13]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • 維拉 for the transit goods via the caravan system.[14]
    You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[14]
From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[13]Steven Sharif

Roading

阿爾法-1 早期預覽道路.[17]

我們在遊戲中的道路系統基本上是由預先設置的路線驅動的,這些路線通向曾經是維拉古代公路系統的大動脈;從那裡開始,當節點前進時,有一些道路會顯現出來;我們稱這些為靜脈。它們來自於主幹道,然後隨著節點的推進,有一些興趣點,正如傑夫之前討論的那樣。這些存在於世界各地的興趣點,其中一些與多個節點共享覆蓋範圍,但取決於哪個節點推進到激活興趣點的階段,它將創建這些小路,可以說,然後從節點本身出發。因此,你從大動脈古道--那種貫穿不同區域的古道--分解成通向特定營地和村鎮的靜脈,然後從獨立的小路中衍生出來,通向這些地區的興趣點。 到這些地區的興趣點,是狩獵場。這些都是最初沒有顯現的,隨著玩家們在世界範圍內的推進,它們也會上線。.[18]Steven Sharif

維拉中的道路既是預先生成的,也是玩家影響的。[18]

  • 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。[18]
  • 隨著節點推進較小的道路,被稱為靜脈,連接動脈和節點。[18]
    • 道路會隨著節點的推進而升級。
    • 道路將隨著節點的推進而升級。不同的道路將決定所需的大篷車速度和類型(非公路與公路)。[6]
  • 根據節點推進的階段,小路會從節點上干出,連接到興趣點.[18]
  • 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。[18]

不同的季節事件可能會影響到各種道路的通行。[19][20][21]

  • 夏季開放的路徑在冬季可能會關閉。[21]
  • 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。[19][20][22]
    • 一些事件可能會導致特定的道路被封鎖。[19]
    • 障礙物可能會在道路上出現障礙,玩家必須清除這些障礙物以允許貨物過境。[21]
  • 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。[21]
    • 冰會使道路顛簸和濕滑。[23]

地下世界 路線 將動態地打開或關閉 (基於節點狀態).[24]

自由領地 不可以放在接近於 道路.[25]

其他

引用