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.[1][2][3]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[4]
- 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.[5] – Steven Sharif
Event levels
The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[6]
- For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[6] – Steven Sharif
- The more players participating in an event the more challenging the event will become and the higher the rewards will be for completing the event.[7][8][9]
水準
水準 won't follow a traditional linear path, although classic mechanics for leveling exist.[11][12]
- Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[13] – Steven Sharif
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[14][11][15][16]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, 探索, 採集/加工/製造, Events/任務, Grinding mobs.[17][11][18][19]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[18]
- A character's level is visible to other players.[20]
- Some levels may offer more rewards than others.[21]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[21] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[22][23]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[22] – Steven Sharif
- If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[24] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[25]
End game
Ashes of Creation 將不會有一般的 end-game 階段。[26]
整個節點體驗的一部分是,由於世界每天都不斷改變,遊戲不是有真正的 eng-game 階段。遊戲開始第二個月將比第一個月非常不同,這是老玩家和新玩家同時經歷的體驗。[26] – Jeffrey Bard
我們希望這是個充滿活力的遊戲,即是所有內容永遠都不會過時。我們盡可能讓升級過程的體驗和 end game 體驗相同。我們認為為了讓玩家在遊戲不同階段都可以得到最大的樂趣,升級過程的體驗至關重要。[27] – Sarah Flanagan
等級上限
開發者預料玩家需要花費約45天,每天玩4-6小時才能達到滿等 [29][30]
- Lower level characters will have usefulness in mass combat (such as 節點戰) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[31]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[29] – Steven Sharif
Zone 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。[32]
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 .[33] – 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.[32]
There is not a space where you will move in to do something and no node will get that experience.[35] – 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。[36][37][38]
- 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。[39]
Node simulation
The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[40]
- This simulates how nodes advance and expand their zones of influence over surrounding nodes.[40]
You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[40] – Steven Sharif
- It also simulates events, such as NPCs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[40]
It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[40] – Steven Sharif
- 節點戰 are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[40]
It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[40] – Steven Sharif
- It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZOI across a waterway, or having territories expand out to islands or across continents.[40]
It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[40] – Steven Sharif
節點發展
玩家 (公民或非公民) 於節點的影響區域內進行活動 (任務、採集、團隊戰鬥等) 時,將有助該節點發展,提升節點至更高階段。[42][43]
隨著節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[42] – Margaret Krohn
隨著節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級。[44]
- 第一階段發展需時短,讓玩家可以使用售賣、存放物品等 NPC 功能。[45]
- 節點等級愈高,其影響區域愈大。[46]
- 等級較低的節點 (即附庸節點) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。[41]
- 附庸系統將在節點發展至
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點從
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[47][48]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[49] – Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[50] – Steven Sharif
- 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[41]
- 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[51]
- 某節點的公民仍可以協助其他節點發展。[52]
- 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物。[53]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[53] – Steven Sharif
附庸節點
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[3][48]
- A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) can control up to two
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) nodes. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) can control one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) and one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) can control an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) or an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1). If the
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) gets destroyed through a siege, its dependant
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) and
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) nodes are also destroyed.[54]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[55] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[56][57]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[57] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[59]
- Vassal nodes must remain at least one node stage below their parent node.[3]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[47][48]
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[59][3]
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[42]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[59] – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[3]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[3]
- Citizens of vassals are bound by the diplomatic states of the parent node.[3]
- If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[42] – Margaret Krohn
其他
引用
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Blog - Know Your Nodes - The Basics.
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 6.0 6.1 直播, 2022-04-29 (44:13).
- ↑ 影片, 2023-09-29 (12:18).
- ↑ 影片, 2023-09-29 (2:59).
- ↑
- ↑ 10.0 10.1 直播, 2020-07-31 (1:05:58).
- ↑ 11.0 11.1 11.2 直播, 2022-10-14 (23:15).
- ↑
- ↑ 直播, 2023-10-31 (5:27).
- ↑ Podcast, 2023-07-15 (13:51).
- ↑ 訪談, 2018-10-20 (2:53:53).
- ↑ 訪談, 2018-10-20 (1:55).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ 18.0 18.1 直播, 2022-05-27 (1:11:10).
- ↑ 直播, 2017-05-24 (46:27).
- ↑ 直播, 2020-07-25 (1:33:37).
- ↑ 21.0 21.1 直播, 2022-07-29 (1:24:58).
- ↑ 22.0 22.1 訪談, 2021-06-13 (48:27).
- ↑ 直播, 2018-09-27 (52:41).
- ↑ 24.0 24.1 直播, 2020-07-25 (1:34:55).
- ↑ 直播, 2022-04-29 (1:06:34).
- ↑ 26.0 26.1 影片, 2018-04-05 (40:08).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 直播, 2017-12-15 (58:48).
- ↑ 29.0 29.1 訪談, 2020-07-08 (1:07:59).
- ↑ 直播, 2017-05-24 (19:25).
- ↑ 訪談, 2020-07-08 (1:12:51).
- ↑ 32.0 32.1 32.2 Node series part I
- ↑ 訪談, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 35.0 35.1 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).
- ↑ 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 直播, 2021-09-24 (30:26).
- ↑ 41.0 41.1 41.2 直播, 2017-10-16 (50:20).
- ↑ 42.0 42.1 42.2 42.3 42.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 47.0 47.1
- ↑ 48.0 48.1 48.2
- ↑ 49.0 49.1 訪談, 2020-07-18 (10:04).
- ↑ 50.0 50.1 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 53.0 53.1 直播, 2017-05-26 (28:16).
- ↑ 54.0 54.1 54.2 直播, 2022-08-26 (1:07:34).
- ↑
- ↑ 直播, 2023-08-31 (52:56).
- ↑ 57.0 57.1 直播, 2022-08-26 (1:04:35).
- ↑
- ↑ 59.0 59.1 59.2 直播, 2022-08-26 (1:10:16).