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Alfa-1 open world Dungeon bejárat.[1]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[2]Steven Sharif

Az Ashes of Creation zökkenőmentes open-world élményt nyújt.[3]

  • Nincs töltő képernyő / töltési idő a régiók közötti haladás közben.

Lesznek open world Dungeon-ök és Raid-ek. A cél az hogy az open world érzés megmaradjon, miközben a példányosítás előnyei is ki legyenek használva.[4]

  • A példányosítás csupán bizonyos Dungeon-öknél fordul majd elő, ahol nagyobb a hangsúly a történet-elbeszélésen. Ezeket, és az arénákat leszámítva nem lesz gyakori a példányosítás.[3]
  • Az open world és a példányosított helyszínek elosztása 80%-20% lesz.[2][5][6]

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.[3]Jeffrey Bard

A PvP megjelölés rendszer megnyitja a kapukat a nyílt összeütközések előtt.[7]

Battlegrounds

Template:Battlegrounds

Hunting grounds

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[8]

Hunting grounds are open-world Pvp corruption-enabled areas that encompass most of the map.[9]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[7]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[11]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[12]

Környezetben

Volcano area concept art by Ricky Ho.[13] [14]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[15]Jeffrey Bard

Alpha-1 Oasis environment preview.[17]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[18]Michael Bacon

There are approximately 18 biomes (environments) in Ashes of Creation.[18]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[19]Michael Bacon

Nevezetességek

Alpha-1 preview pirate themed dynamic point of interest.[20]

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.[20]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[21][22] This content adapts to the node progression of the zone it is in.[20][23]

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 academic 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.[24]

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