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“World map”的版本间差异
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== Mini map == | == Mini map == |
2018年5月10日 (四) 08:01的版本
The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[4] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[5]
- For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[5]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[6][7]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[8]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[9]
- Previously, detailed information about the world was only available through the Library unique node building.[10]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[13][14][15]
- Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[14] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[16]
World size
1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Underrealm.[2]
- This has increased from the previously stated total size of 480 km2 including land and water/ocean[17][18][19]; but excluding an additional ~100 km2 of Underrealm.[20]
- The Underrealm did not increase "too much" in size.[21]
- The reason given for expanding the map size was to better accommodate 海军 content and to reduce the overall content density in the world.[2]
- The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[2] – Steven Sharif
- The shape of the continents has also changed and two new large islands have been introduced.[2]
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'.[22]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[23][12]
- 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.[24][12][25]
- 節點佈局與風格 is determined by several factors, such as Environment (biome) and location, Node type, and Race.[26][27]
- 维拉 are both pre-generated and player influenced.[22][28]
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.[22] – Steven Sharif
小地圖
There is an in-game minimap and compass user interface in Ashes of Creation.[29][30][31]
- The goal is to allow pings and other forms of communication tools via the mini-map.[32]
Battle maps
Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[5]
- Battle maps might not fit into lower level or smaller sized taverns.
- Battle maps are not currently on the official roadmap for launch.[33]
Usage
Battle maps offer an interactive command map instead of the standard 世界地圖. The system would be accessed through 市政廳 or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[33]
賞金獵人地圖
腐化值高的玩家將會顯示在世界及小地圖。這些玩家的位置會由階段 4 (市鎮) 或以上的軍事節點 NPC 標記,然後提供給擁有賞金獵人稱號的玩家。[34] 這些位置的準確性取決於玩家的賞金獵人等級。[35]
酒館是發布懸賞令的地方之一。隨着玩家腐化值增加,酒館會發布懸賞令,緝拿或指示在特定地區掃蕩腐化玩家,從而在世界地圖上建立興趣點。[5]
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.[11][12][7]
- 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.[11] – Ry Schueller
- There will be a multitude of servers located throughout the various regions of the world.[37]
- Server selection will show the region where the server is located and/or the ping to that server.[37]
- 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.[37] – 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.[38]
- Stats are available on a per-guild basis, subject to a permissions structure.[38]
- 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.[39]
Zones of influence
每個節點都有預設的影響覆蓋範圍,稱為影響區域。玩家在影響區域內的活動將影響該區節點的發展。[40]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[41] – Jeffrey Bard
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[40]
There is not a space where you will move in to do something and no node will get that experience.[43] – Steven Sharif
- 地底節點與位於其正上方的節點屬於相鄰節點,但不屬於同一影響區域。[44][45][46]
- 大都會的影響區域將覆蓋多達五分之一的世界。該影響區域的邊境內會有多個附庸節點,最終或會看起來像一個國家或民族。[47]
區域與發展
地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[48][16][24]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[49]
- We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[50] – Steven Sharif
Climate
Some environments (Biomes) have fixed climates and others are variable.[53][54][55] Dynamic weather of varying intensity can triggered by certain events.[52][53][56][57]
- During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[58] – Steven Sharif
- Certain abilities and also professions (such as 農業) may be enhanced or hindered during certain climates and seasonal weather events.[59][60][53][58][61] For example: lightning might be stronger in the rain.[59]
- There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[61] – Steven Sharif
- Weather conditions affect mob spawning, side quests, gatherables, vehicles, mounts, ships, resistances, targeting, and boss mechanics.[52][60][53]
- Access to dungeons and raids may also be hindered or blocked by changes in climate.[60]
- It was later stated that loot tables will likely not be affected by weather conditions.[60]
- They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[62] – Steven Sharif
- Weather events and encounters themselves can include hazards that can appear and shake things up. They can also help too, if you can kite enemies into the lightning strikes or whatever.[51] – Skott B
其他
引用
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 直播, 2022-08-26 (46:52).
- ↑ 影片, 2023-01-27 (4:39).
- ↑ 訪談, 2017-05-22 (22:54).
- ↑ 5.0 5.1 5.2 5.3 The mighty beard!
- ↑ 直播, 2023-09-29 (1:14:29).
- ↑ 7.0 7.1 7.2 MMOGames interview, January 2017
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 直播, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1 12.2 12.3 直播, 2017-05-19 (37:03).
- ↑ 直播, 2022-08-26 (53:26).
- ↑ 14.0 14.1 直播, 2020-06-26 (1:25:11).
- ↑ 直播, 2020-10-30 (1:19:13).
- ↑ 16.0 16.1 直播, 2017-05-15 (30:53).
- ↑ 直播, 2020-01-30 (1:18:12).
- ↑
- ↑
- ↑ 訪談, 2018-08-17 (10:43).
- ↑ 直播, 2023-04-07 (22:48).
- ↑ 22.0 22.1 22.2 直播, 2022-02-25 (1:07:36).
- ↑
- ↑ 24.0 24.1 24.2 Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ 直播, 2020-10-30 (39:17).
- ↑ 直播, 2018-09-27 (53:06).
- ↑ 直播, 2021-01-29 (1:13:04).
- ↑ 29.0 29.1 影片, 2023-11-30 (16:58).
- ↑
- ↑ 直播, 2017-12-15 (1:09:36).
- ↑ 直播, 2021-01-29 (1:23:23).
- ↑ 33.0 33.1 直播, 2017-10-31 (33:28).
- ↑ 訪談, 2017-01-20 (06:12).
- ↑ 直播, 2017-05-24 (48:00).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 37.0 37.1 37.2 直播, 2018-09-27 (48:13).
- ↑ 38.0 38.1 直播, 2021-11-19 (52:35).
- ↑ 直播, 2023-01-27 (4:18).
- ↑ 40.0 40.1 40.2 Node series part I
- ↑ 訪談, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 43.0 43.1 直播, 2018-07-09 (39:32).
- ↑ 直播, 2019-03-29 (58:14).
- ↑ 直播, 2019-03-29 (29:17).
- ↑ 直播, 2017-05-05 (37:52).
- ↑ 訪談, 2018-05-11 (55:16).
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 51.0 51.1 51.2 影片, 2024-02-29 (16:34).
- ↑ 52.0 52.1 52.2 影片, 2024-02-29 (16:09).
- ↑ 53.0 53.1 53.2 53.3 影片, 2022-05-27 (2:21).
- ↑ 直播, 2017-07-18 (36:47).
- ↑ 直播, 2017-06-01 (29:33).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 直播, 2017-07-28 (41:25).
- ↑ 58.0 58.1 直播, 2022-02-25 (1:05:37).
- ↑ 59.0 59.1 直播, 2024-02-29 (55:34).
- ↑ 60.0 60.1 60.2 60.3 直播, 2022-05-27 (1:14:46).
- ↑ 61.0 61.1 直播, 2020-09-30 (1:04:56).
- ↑ 影片, 2022-05-27 (9:34).