Companion app

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info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[1][2] Some functionality may come post-launch.[3]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[7]Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[3]Jeffrey Bard

City hall

Winstead Village (stage 3) node town hall in Alpha-2.[8]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).[9]

Town hall (also called City hall) is a default service building that comes pre-built with nodes.[10][11][12][9]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Parlor games

Parlor games (tavern games) are games that are played in player-built taverns or in-node taverns.[15]. Some will be dice games, others will be card games; and some will be less savory.[16]

The idea behind the tavern games is to create another social interface. This is where players that are loving the RP aspect of MMORPGS- they want to walk into a tavern and meet new people and play games.[17]Steven Sharif
  • These games will involve aspects of both chance and skill.[16]
  • They must be played between 2 or more people.[16]
  • Players will be able to wager in-game currency against other players.[16]
    • The developers are considering a secondary currency for tavern games that would enable purchase of cosmetic items through a secondary currency market.[17]
    • There may be a ladder system that contributes to gaining this currency based on placement on the ladder.[17]
    • The alternative is to use the regular currency (gold).[17]
  • A portion of the income from the game goes to the tavern owner or node.[15][16]
  • Parlor games will vary based on the predominant race of a node.[17][16][18]
  • There may be unique games that can be acquired through adventuring in the world.[17]
  • Tavern owners dictate the table cost of parlor games. The node's mayor dictates the tax rate that applies when money exchanges hands.[19][20]
When a player wants to engage in a game, they may sit at a table, and another player may sit down with them. At that point the gameplay layer for the mini game will open in a user interface window. Depending on the type of game.[20]Steven Sharif

Parlor games were a Kickstarter stretch goal.[21]

Farmhands

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[22] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[22][4][2]

Character page

There is no planned in-game functionality to leave personal notes regarding player characters.[23]

We don't plan to have in-game tools to provide that tracking. Instead you will be expected to track that yourselves.[23]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A character sheet will be available closer to live launch that shows the following:[24]

  • What a character looks like.[24]
  • Achievements and server firsts.[24]
  • Info on a player's class.[24]
  • Character's back story via journal entries (that are shared publicly by the player).[25][26]
  • Traits can be applied that describe a character's history.[26]
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[26]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[25]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[25]Steven Sharif

The player can manage what info is shown on the character page.[24]

Announcements

Goblins attacking a Town (stage 4) node due to a triggered event.[27][28]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[29]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[29][30]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[29]

  • Local events
    • Local events (such as caravan PvP)[34][35][36] may prompt players via the UI asking if they wish to participate or not.[29]
    • Other local events may offer audible or visual cues without any UI notifications.[29]
    • Local events that have not been addressed may start to expand regionally or even globally.[29]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[29]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[33]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[29][30]

See also

References

  1. Livestream, January 18, 2018 (30:18).
  2. 2.0 2.1 2.2 2.3 2.4 Livestream, November 17, 2017 (11:00).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Livestream, May 4, 2018 (54:09).
  4. 4.0 4.1 4.2 4.3 Livestream, May 9, 2017 (28:57).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, November 17, 2017 (9:49).
  6. Livestream, November 17, 2017 (11:53).
  7. 7.0 7.1 Podcast, November 15, 2020 (52:50).
  8. Video, August 31, 2023 (49:05).
  9. 9.0 9.1 City hall.
  10. Video, August 31, 2023 (33:07).
  11. Blog: Development Update with Village Node.
  12. Livestream, August 31, 2023 (50:25).
  13. 13.0 13.1 Video, May 31, 2024 (10:02).
  14. 14.0 14.1 14.2 14.3 Livestream, October 30, 2020 (1:01:00).
  15. 15.0 15.1 parlor games tavern.png
  16. 16.0 16.1 16.2 16.3 16.4 16.5 parlor announcement.png
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Interview, June 13, 2021 (18:40).
  18. Livestream, May 24, 2017 (11:04).
  19. steven-tavern-games-1.png
  20. 20.0 20.1 steven-tavern-games-2.png
  21. parlor games.png
  22. 22.0 22.1 22.2 22.3 Interview, July 9, 2023 (1:37:34).
  23. 23.0 23.1 Livestream, February 29, 2024 (1:19:28).
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, November 17, 2017 (13:59).
  25. 25.0 25.1 25.2 Interview, August 8, 2018 (28:50).
  26. 26.0 26.1 26.2 Interview, August 24, 2018 (6:30).
  27. Types of Events on Verra.
  28. Livestream, April 29, 2022 (32:29).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 29.8 Livestream, April 29, 2022 (42:31).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Livestream, May 4, 2018 (48:14).
  31. Livestream, April 29, 2022 (39:00).
  32. Livestream, June 25, 2021 (1:13:30).
  33. 33.0 33.1 33.2 33.3 Interview, August 17, 2018 (24:48).
  34. Interview, March 27, 2020 (16:19).
  35. caravan UI.png
  36. Livestream, May 22, 2017 (40:40).
  37. 37.0 37.1 37.2 37.3 Livestream, April 30, 2021 (1:01:10).