Points of interest

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

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.[1]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]

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.[5]

World map

Updated Ashes of Creation map.[11][12]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[12]Steven Sharif

Alpha-2 work-in-progress map UI.[13]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[14] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[15]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[15]
  • Not every server will share the same map, as player decisions will vary between servers.[20][21][5]
Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[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.

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[8]

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.[6]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[7][8]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[26]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[26]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[26]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[26]Mat Broome

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[27]

  • There won't be nodes underwater or in the water.[28]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[29]

Economic regions are static areas defined by geographic points of interest.[30][31][32]

  • Castle regions are larger and encompass multiple economic regions.[30]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[33]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[30]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[34]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[31]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

Guild castles influence a castle region around them.[35]

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.[41][25][42]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[43]
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.[44]Steven Sharif

Battlegrounds

Template:Battlegrounds

Artwork

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Livestream, March 26, 2021 (50:33).
  2. Livestream, March 26, 2021 (22:53).
  3. Livestream, November 17, 2017 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 Livestream, November 17, 2017 (18:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 MMOGames interview, January 2017
  6. 6.0 6.1 6.2 steven-pois.png
  7. 7.0 7.1 steven-dungeons.png
  8. 8.0 8.1 8.2 8.3 Livestream, July 25, 2020 (46:08).
  9. Livestream, April 29, 2022 (40:21).
  10. jindrack-pois.png
  11. Blog - Development Update with New Map and Feature Discussions.
  12. 12.0 12.1 Livestream, August 26, 2022 (46:52).
  13. Video, January 27, 2023 (4:39).
  14. Interview, May 22, 2017 (22:54).
  15. 15.0 15.1 The mighty beard!
  16. Livestream, September 29, 2023 (1:14:29).
  17. Livestream, September 29, 2023 (1:11:22).
  18. Livestream, May 27, 2022 (2:33).
  19. Blog: Know Your Nodes - Scientific Node Type
  20. roshen servers.png
  21. Livestream, May 19, 2017 (37:03).
  22. Livestream, August 26, 2022 (53:26).
  23. 23.0 23.1 Livestream, June 26, 2020 (1:25:11).
  24. Livestream, October 30, 2020 (1:19:13).
  25. 25.0 25.1 Livestream, May 15, 2017 (30:53).
  26. 26.0 26.1 26.2 26.3 Livestream, August 17, 2018 (10:01).
  27. Livestream, 2018-04-8 (AM) (18:29).
  28. Livestream, 2018-04-8 (PM) (1:01:28).
  29. About Ashes of Creation.
  30. 30.0 30.1 30.2 economic-regions.png
  31. 31.0 31.1 economic-regions1.png
  32. Unreal Engine Interview, 2017-05-23.
  33. economic-regions-static.png
  34. 34.0 34.1 region-overlap.png
  35. castle-influence.png
  36. castle-taxes2.png
  37. 37.0 37.1 castle-region.png
  38. castle-metro.png
  39. Livestream, April 30, 2021 (1:01:10).
  40. castle-taxes.png
  41. Interview, July 19, 2020 (19:35).
  42. Blog - Know Your Nodes - The Basics.
  43. Livestream, August 26, 2022 (1:28:50).
  44. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.