世界地圖

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Updated Ashes of Creation map.[1][2]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[2]Steven Sharif

Alpha-2 work-in-progress map UI.[3]

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]
  • Not every server will share the same map, as player decisions will vary between servers.[11][12][7]
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
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。

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]

  • 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]

節點

开服时,将有103个常规节点位置,另外还有15个|城堡节点。(5个城堡x每个3个城堡节点)[22][23][24] 共118个节点.[25][26]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[30]

Economic regions are static areas defined by geographic points of interest.[31][32][33]

  • Castle regions are larger and encompass multiple economic regions.[31]
  • 節點 are the glue that hold castle and economic regions together in potential synergy or chaos.[34]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[31]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[35]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[32]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

公会城堡 influence a castle region around them.[36]

兴趣点

Alpha-1 preview pirate themed dynamic point of interest.[42]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[42]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[43][44] This content adapts to the node progression of the zone it is in.[42][45]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[7]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[51]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[51]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[51]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[51]Mat Broome

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'.[52]

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.[52]Steven Sharif

Resource locations

Alpha-1 mine shaft.[58]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[30]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[59]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[60][61][62]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[63][61][62][64][33]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[62]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[62][64][65]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[63][65]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[63]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[66]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[68]
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。

小地圖

There is an in-game minimap and compass user interface in Ashes of Creation.[69][70][71]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[72]

Battle maps

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。

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.[73]

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.[73]

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。[74] 這些位置的準確性取決於玩家的賞金獵人等級[75]

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]

寻宝

寻宝 is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[76][77][78][79][80]

  • Treasures (and treasure maps) will enable players to reap economic gains from exploration.[77]
  • The more treasure a player finds the better maps they can create.[80]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[80]
  • Treasure hunting will be a "way of life" rather than a profession.[79]

Treasures may also be obtained through fishing and by exploring naval content.[81][82]

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.[84]
    • Server selection will show the region where the server is located and/or the ping to that server.[84]
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.[84]Steven Sharif

Zones of influence

節點有預設位置及其影響區域[87]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[25]Margaret Krohn

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[87]

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 .[88]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.[87]

There is not a space where you will move in to do something and no node will get that experience.[90]Steven Sharif

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.[95][16][25]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[96]
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.[97]Steven Sharif

Coastal nodes

Pre-alpha naval concept.[98]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[99]Steven Sharif

There will be nodes along the coast and on islands.[100]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[100]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[99]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[101]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[102]Steven Sharif

Climate

Alpha-2 dynamic weather change caused by the Beneath the Stone Shadows event.[107]

Since you instigated this event, which changed the weather, that will also now influence spawns nearby. You could potentially be spawning- well you are spawning side quests that relate to the rain, changes in enemies that relate to the rain, and that's driven on player action. So it is like a feedback loop.[108]Skott B

Some environments (Biomes) have fixed climates and others are variable.[109][110][111] Dynamic weather of varying intensity can triggered by certain events.[108][109][112][113]

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.[114]Steven Sharif
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.[117]Steven Sharif
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.[118]Steven Sharif
  • Some weather conditions can be hazardous to mobs and players.[107]
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.[107]Skott B

美術圖

其他

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