Roads

Ashes of Creation community empowered Wiki
(Redirected from Choke points)
Jump to navigation Jump to search
Alpha-1 early preview roading.[1]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[2]Steven Sharif

Roads adjusting to adjacent node progression.[3]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.{[3]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[2]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[2]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[2]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[4]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[2]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[2]

Different seasons and events may affect access to various roads.[5][6][7][8]

  • Pathways that are open during summer may be closed during winter.[5][8]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[5][6][7][9]
    • Some events may cause specific roadways to be blocked off.[6]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[5][8]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[8]
    • Ice will make roads bumpy and slippery.[10]

Underrealm routes will open or close dynamically (based on node states).[11]

  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[12][11]
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[11]

Freeholds may not be placed in close proximity to roads.[13]

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[14]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[15]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • Roads for the transit goods via the caravan system.[16]
    You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[16]
From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[15]Steven Sharif

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[19]

Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[20]Steven Sharif

Caravan pathing

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[21]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[22]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[23]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[4]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[22]Steven Sharif

Seasons affecting roads

Ashes of Creation Seasons in the Riverlands.[24]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[24]

Seasons affect different zones (environments/biomes) based on their location in the world.[25][8]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[8]Steven Sharif
  • Different seasons may affect access to various roads.[6][7][8]
    • Pathways that are open during summer may be closed during winter.[8]
    • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[6][7][9]
    • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[8]
      • Ice will make roads bumpy and slippery.[10]
    • Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[30]

Seasonal changes

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[31]Brian Gans

Seasons change on a regular basis, but may also be triggered or elongated by certain events.[32][33][34]

  • Each season will be approximately one or two IRL weeks long.[32][33][34]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[33]Steven Sharif
  • The final duration of seasonal cycles is subject to testing during Alpha-2.[35]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[35]Steven Sharif
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[36]
In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[9]

Seasonal resources

Pre-alpha winter wonderland environment.[37]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[25]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[38][5][8][39]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[5]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[5]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[38][5]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[38]Steven Sharif

Freehold placement on roads

Freeholds may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[13]

Freehold plots will require a certificate from the parent node in order to place the plot.[44]

  • The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[45]
Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[45]Steven Sharif

The more advanced a node is, the more freeholds can be built within its ZOI.[46]

  • Ample space will be available to place freeholds in the ZOI of a village node.[47]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[48]

Underrealm routes

Alpha-0 Underrealm environment.[49]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[50]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[49]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[51]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[52]

  • The Underrealm is estimated to be 100 km2 in area.[53] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[12][11]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[54]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[12][11]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[12]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[11]
  • The Underrealm contains aquatic species that live within pools.[55]
They are not the most friendly.[55]Steven Sharif

Points of interest

Alpha-1 preview pirate themed dynamic point of interest.[56]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[56]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[57][58] This content adapts to the node progression of the zone it is in.[56][59]

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.[60]

Artwork

See also

References

  1. Livestream, January 29, 2021 (55:44).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Livestream, January 29, 2021 (1:13:04).
  3. 3.0 3.1 Livestream, January 28, 2022 (33:25).
  4. 4.0 4.1 Livestream, February 9, 2018 (45:48).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Video, May 27, 2022 (15:50).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Podcast, April 11, 2021 (23:36).
  7. 7.0 7.1 7.2 7.3 7.4 Livestream, June 26, 2020 (1:29:06).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 Livestream, May 8, 2017 (20:27).
  9. 9.0 9.1 9.2 Our immersive world - Environments.
  10. 10.0 10.1 frosty-roads.png
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Livestream, October 30, 2020 (1:19:13).
  12. 12.0 12.1 12.2 12.3 Livestream, August 26, 2022 (53:26).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Livestream, May 19, 2017 (32:23).
  14. 14.0 14.1 14.2 Video, July 15, 2019 (2:12).
  15. 15.0 15.1 15.2 15.3 Podcast, September 29, 2021 (8:38).
  16. 16.0 16.1 Video, May 27, 2022 (17:15).
  17. Livestream, May 17, 2017 (30:53).
  18. Kickstarter - We Just Broke $1,500,000!
  19. City hall.
  20. Livestream, 2018-04-8 (AM) (18:59).
  21. Livestream, July 28, 2017 (19:43).
  22. 22.0 22.1 caravan zerg.png
  23. About Ashes of Creation.
  24. 24.0 24.1 Twitter - Seasons.
  25. 25.0 25.1 25.2 25.3 Livestream, April 29, 2022 (56:24).
  26. 26.0 26.1 Livestream, September 27, 2018 (41:33).
  27. Livestream, July 18, 2017 (36:47).
  28. Livestream, July 26, 2019 (1:32:40).
  29. Livestream, September 30, 2022 (1:25:56).
  30. Livestream, June 30, 2022 (1:10:19).
  31. Video, May 27, 2022 (6:33).
  32. 32.0 32.1 Livestream, May 27, 2022 (1:13:39).
  33. 33.0 33.1 33.2 Video, May 27, 2022 (12:50).
  34. 34.0 34.1 seasons.png
  35. 35.0 35.1 Livestream, June 30, 2022 (2:57).
  36. Interview, July 18, 2020 (16:34).
  37. Video, May 30, 2017 (0:01).
  38. 38.0 38.1 38.2 Livestream, May 27, 2022 (55:47).
  39. Steven Crops.PNG
  40. Video, May 25, 2017 (0:02).
  41. Livestream, June 26, 2020 (1:52:33).
  42. Livestream, May 9, 2018 (40:24).
  43. Freeholds.png
  44. stevenclarification.png
  45. 45.0 45.1 Livestream, April 29, 2022 (1:03:44).
  46. Node series part II – the Metropolis.
  47. steven-housing-numbers.png
  48. Livestream, May 26, 2017 (34:21).
  49. 49.0 49.1 Ashes of Creation - The visuals.
  50. Interview, October 31, 2018 (6:00).
  51. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  52. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  53. Interview, August 17, 2018 (10:43).
  54. Interview, October 31, 2018 (5:43).
  55. 55.0 55.1 Transcript, November 5, 2022 (10:46:47).
  56. 56.0 56.1 56.2 56.3 56.4 56.5 56.6 Livestream, March 26, 2021 (50:33).
  57. Livestream, March 26, 2021 (22:53).
  58. Livestream, November 17, 2017 (36:22).
  59. 59.0 59.1 59.2 59.3 59.4 Livestream, November 17, 2017 (18:29).
  60. 60.0 60.1 60.2 60.3 MMOGames interview, January 2017
  61. Livestream, April 29, 2022 (40:21).