Corrupted areas

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Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[1]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[2]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[1]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[2][1]

  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[3]
  • These are sources of NPC events that players need to address before they grow out of hand.[4][2]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[3]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[5]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[5]Steven Sharif
  • Corrupted areas do not confer corruption onto a player.[6]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[4]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[7]

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.[7]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[1][8] This content adapts to the node progression of the zone it is in.[7][9]

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.[10]

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.[12]

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.[12]Steven Sharif

Roads

Alpha-1 early preview roading.[13]

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.[14]Steven Sharif

Roads adjusting to adjacent node progression.[15]

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.{[15]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[14]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[14]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[14]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[16]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[14]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[14]

Different seasons and events may affect access to various roads.[17][18][19][20]

  • Pathways that are open during summer may be closed during winter.[17][20]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[17][18][19][21]
    • Some events may cause specific roadways to be blocked off.[18]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[17][20]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[20]
    • Ice will make roads bumpy and slippery.[22]

Underrealm routes will open or close dynamically (based on node states).[23]

  • 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.[24][23]
  • 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.[23]

Freeholds may not be placed in close proximity to roads.[25]

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[26]

Artwork

See also

References