Corrupted areas

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Alpha-2 corrupted area in the Riverlands biome.[1]

We just saw a corrupt zone and that zone becomes corrupt after a period of time in which players are not addressing some issues that arise through certain events or through certain story arcs; and that corruption can spread and corruption changes the spawners for resources and for monsters; and that has a fundamental effect on the resource economy of the game.[2]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[2][3][4][5][6][7][8]

  • These are sources of NPC events that players need to address before they grow out of hand.[2][10][7]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[2][9]
    • 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.[11]
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.[11]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[12]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[14]Steven Sharif

Zones and progression

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[18][19][20]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[21]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[22]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[23]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[23]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[8][24] This content adapts to the node progression of the zone it is in.[23][25]

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.[26]

Roads

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[32]

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 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.[33]Steven Sharif

Roads adjusting to adjacent node progression.[34]

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.[34]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[33]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[33]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[33]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[33]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[33]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[35][36][37]
Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[35]Steven Sharif

Different seasons and events may affect access to various roads.[38][39][40][41]

  • Pathways that are open during summer may be closed during winter.[38][41]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[38][39][40][42]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[32][39]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[32][38][41]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[41]
    • Ice will make roads bumpy and slippery.[43]

Underrealm routes will open or close dynamically (based on node states).[44]

  • 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.[45][44]
  • 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.[44]

Caravan components can be utilized to improve on-road or off-road speeds of caravans.[46]

You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[46]Chris Justo

Freeholds may not be placed in close proximity to roads.[47]

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[29]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[27]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[28][29]

Artwork

See also

References

  1. Video, November 30, 2023 (29:26).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Video, November 30, 2023 (32:36).
  3. 3.0 3.1 Interview, July 9, 2023 (47:05).
  4. skotty-story-arc-2.png
  5. Video, March 31, 2023 (1:22).
  6. Video, March 31, 2023 (3:32).
  7. 7.0 7.1 Livestream, March 26, 2021 (50:03).
  8. 8.0 8.1 Livestream, March 26, 2021 (22:53).
  9. 9.0 9.1 Livestream, November 8, 2020 (12:47).
  10. Livestream, June 25, 2021 (1:13:30).
  11. 11.0 11.1 Livestream, January 28, 2022 (1:17:12).
  12. 12.0 12.1 Livestream, March 31, 2023 (54:22).
  13. Livestream, June 25, 2021 (1:32:24).
  14. 14.0 14.1 Livestream, March 31, 2023 (58:27).
  15. Livestream, March 31, 2023 (59:10).
  16. Video, March 31, 2023 (16:42).
  17. skotty-story-arc-1.png
  18. Interview, July 19, 2020 (19:35).
  19. Livestream, May 15, 2017 (30:53).
  20. Blog - Know Your Nodes - The Basics.
  21. Livestream, August 26, 2022 (1:28:50).
  22. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Livestream, March 26, 2021 (50:33).
  24. Livestream, November 17, 2017 (36:22).
  25. 25.0 25.1 25.2 25.3 25.4 Livestream, November 17, 2017 (18:29).
  26. 26.0 26.1 26.2 26.3 MMOGames interview, January 2017
  27. 27.0 27.1 27.2 steven-pois.png
  28. 28.0 28.1 steven-dungeons.png
  29. 29.0 29.1 29.2 29.3 Livestream, July 25, 2020 (46:08).
  30. Livestream, April 29, 2022 (40:21).
  31. jindrack-pois.png
  32. 32.0 32.1 32.2 Video, October 31, 2023 (34:12).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Livestream, January 29, 2021 (1:13:04).
  34. 34.0 34.1 Livestream, January 28, 2022 (33:25).
  35. 35.0 35.1 Livestream, October 31, 2023 (1:16:34).
  36. Video, October 31, 2023 (28:06).
  37. Livestream, February 9, 2018 (45:48).
  38. 38.0 38.1 38.2 38.3 Video, May 27, 2022 (15:50).
  39. 39.0 39.1 39.2 Podcast, April 11, 2021 (23:36).
  40. 40.0 40.1 Livestream, June 26, 2020 (1:29:06).
  41. 41.0 41.1 41.2 41.3 Livestream, May 8, 2017 (20:27).
  42. Our immersive world - Environments.
  43. frosty-roads.png
  44. 44.0 44.1 44.2 Livestream, October 30, 2020 (1:19:13).
  45. Livestream, August 26, 2022 (53:26).
  46. 46.0 46.1 Video, October 31, 2023 (20:17).
  47. Livestream, May 19, 2017 (32:23).