NPC guards
NPC guards will kill corrupted players on sight.[2]
Contents
Reputation
NPCs react differently to players based on their contributions to a node.[3]
NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[4]
NPC race
NPCs are going to react differently to different tags on a character.[5]
NPC perception
There are different perception modes for different NPCs.[6]
The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[6] – Jeffrey Bard
Mercenary NPCs
Mercenary NPCs can be hired to participate in objective-based situations.[7][8][9]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[8]
- NPC mercanaries can also be hired to participate in castle sieges.[7]
- Players will assign these NPCs, but won't micromanage them, in a similar manner to pets.[9]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[9] – Steven Sharif
Siege NPCs
Siege NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[10] NPCs are only killable during a siege and will respawn if the siege is unsuccessful.[11]
NPC guards are intended to be a significant presence but not the main line of defense in a siege.[12]
Siege objectives
Each node has a number of districts, depending on its stage.[13]
- Districts are taken by defeating a "raid boss" guard NPC in that district.[13]
- If attackers take over a district, they gain that district as a respawn location.[13]
- Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[14][13]
Defenders can assault the outposts of the attackers to hinder them.[13]
Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[16]
As the attackers are sieging a city you know they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[17] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[18]
- Utilizing new AI technology that hasn't been seen in other MMORPG projects.[19]
- Bosses are scripted and make decisions dynamically during boss fights.[20]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[21]
There are AI systems that don't relate to controlling NPCs.[22]
There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[22] – Steven Sharif
Artwork
See also
References
- ↑
- ↑ Livestream, 28 February 2020 (1:14:38).
- ↑
- ↑ Livestream, 17 November 2017 (29:45).
- ↑ Podcast, 23 April 2018 (29:56).
- ↑ 6.0 6.1 Livestream, 4 June 2018 (29:28).
- ↑ 7.0 7.1 Livestream, 28 August 2020 (1:41:24).
- ↑ 8.0 8.1 Livestream, 26 June 2020 (59:11).
- ↑ 9.0 9.1 9.2 Livestream, November 22 2019 (1:14:23).
- ↑
- ↑
- ↑ Livestream, 28 July 2017 (36:51).
- ↑ 13.0 13.1 13.2 13.3 13.4
- ↑ 14.0 14.1 Interview, 19 July 2020 (37:58).
- ↑ Livestream, 19 May 2017 (47:07).
- ↑ Livestream, November 22 2019 (17:59).
- ↑ Livestream, November 22 2019 (15:48).
- ↑ About Ashes of Creation.
- ↑ Livestream, 5 May 2017 (11:55).
- ↑ Livestream, 28 July 2017 (43:57).
- ↑ Livestream, 8 April 2018 (PM) (3:56).
- ↑ 22.0 22.1 22.2 22.3 22.4 Podcast, 11 May 2018 (24:23).