Estimated travel times
So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[1] – Steven Sharif
Travel objective | Running.[2] | Mounted.[2] |
---|---|---|
From one end of a Metropolis (stage 6) node to the other | 2.83 minutes | 1.67 minutes |
From the center of a node to the center of its direct neighbor | 5 minutes | 3.5 minutes |
From the northernmost to southernmost points of a continent | 75 minutes | 50 minutes |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[4]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[4] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[6]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[7]
- Double-jumping has been considered as an option for player mounts.[9]
- Unreal Engine 5 mantling was demonstrated by the developers.[10][11]
Faster travel
Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[12][13][14][15]
- Public transportation via system driven land mounts or flying mounts.[12][16][14][17][15]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics (outside of these mechanics).[7]
- There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[15] – Steven Sharif
Fast travel
Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[16][18]
- There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[7] – Steven Sharif
- Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[16][19][7]
- Flight paths between coastal nodes or nodes within specific regions.[16][14][17][15]
- Airships between metropolises.[16] This was previously stated to be between scientific metropolises.[14][20][21]
- Family summoning.[22]
Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[15]
Public transportation
There are multiple types of public transportation services where players can go AFK and be driven somewhere.[17][20]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[12]
- Airships between metropolises.[16] This was previously stated to be between scientific metropolises.[14][20][21]
- It is possible that some public transportation services could be player-driven.[17]
- One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[17] – Jeffrey Bard
See also
References
- ↑ Livestream, August 26, 2022 (57:28).
- ↑ 2.0 2.1 Livestream, August 26, 2022 (53:26).
- ↑ Video, May 25, 2017 (0:02).
- ↑ 4.0 4.1 Livestream, July 30, 2021 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 7.0 7.1 7.2 7.3 Livestream, May 4, 2018 (51:57).
- ↑ Livestream, December 15, 2017 (1:35:38).
- ↑ Livestream, May 31, 2023 (1:10:08).
- ↑ Livestream, December 23, 2021 (55:32).
- ↑ Video, December 23, 2021 (7:05).
- ↑ 12.0 12.1 12.2 12.3 Livestream, October 14, 2022 (45:31).
- ↑ Livestream, February 25, 2022 (1:14:21).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Livestream, August 28, 2020 (2:06:42).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Interview, August 17, 2018 (24:48).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, June 4, 2018 (45:30).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 20.0 20.1 20.2 Livestream, November 17, 2017 (50:52).
- ↑ 21.0 21.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ Interview, July 19, 2020 (1:20:58).