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„Story arcs” változatai közötti eltérés

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{{Player driven narrative}}
 
{{Player driven narrative}}
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=== Legendary items ===
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{{Legendary items}}
  
 
== See also ==
 
== See also ==

A lap 2018. március 1., 07:21-kori változata

Történet szálak felelnek egy vagy több küldetésvonalért az Ashes of Creation-ben.[1]

  • Személyes küldetésvonalak.
  • Kulturális küldetésvonalak.
  • Regionális küldetésvonalak.

All of the events are based around storytelling. All of the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[2]Jeffrey Bard

A mindent átívelő narratíva az, hogy a játékosok Verra gyermekei, akik hosszú idő után visszatérnek oda. Nem lesz mindenki "megmentőként" kezelve.[3]

Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[2]Steven Sharif

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[4]Steven Sharif

Bizonyos történetszálak a hirdetőtábla rendszerben elérhetőek. Bizonyos kritériumoknak kell megfelelni, egyes történetszállal kapcsolatos küldetések megkezdéséhez.[5]

Történet

Az Ashes of Creation logó.[6]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[7]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[8]Steven Sharif

Az Ashes of Creation története több részre bontható.[1]

Ezek a történet szálak egy vagy több küldetés vonal megalapozói.[1]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[9]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself .[10]Jeffrey Bard

Epic/Legendary quests

Epic and Legendary quests affect the narrative of the game.[11] These quests will unlock gated content.[12]

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[13]Aimi Watanabe

The world of Verra will be the same on each server, but Node-ok will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[14]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[15]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[16]Steven Sharif

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[17]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[19]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[20]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[23][24]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[23]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[24]

A legendary weapon is easily distinguished by its visual appearance.[20]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[20]Steven Sharif

Legendary items are not intended to be temporary.[25]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[25]Steven Sharif

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Discovery of legendary items will unlock further chapters of the Történet.[27]

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