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 academic 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.

Roads

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[26]

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.[27]Steven Sharif

Roads adjusting to adjacent node progression.[28]

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.[28]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[27]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[27]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[27]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[27]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[27]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[29][30][31]
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.[29]Steven Sharif

Different seasons and events may affect access to various roads.[32][33][34][35]

  • Pathways that are open during summer may be closed during winter.[32][35]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[32][33][34][36]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[26][33]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[26][32][35]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[35]
    • Ice will make roads bumpy and slippery.[37]

Underrealm routes will open or close dynamically (based on node states).[24]

  • 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.[22][24]
  • 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.[24]

Caravan components can be utilized to improve on-road or off-road speeds of caravans.[38]

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.[38]Chris Justo

Freeholds may not be placed in close proximity to roads.[39]

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.[40]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[40]

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.[40]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.[40]Mat Broome

Corrupted areas

Alpha-2 corrupted area in the Riverlands biome.[41]

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.[42]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[42][43][44][45][46][47][2]

  • These are sources of NPC events that players need to address before they grow out of hand.[42][49][47]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[42][48]
    • 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.[50]
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.[50]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.[51]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.[53]Steven Sharif

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[57]

  • There won't be nodes underwater or in the water.[58]

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.[59]

Economic regions are static areas defined by geographic points of interest.[60][61][62]

  • Castle regions are larger and encompass multiple economic regions.[60]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[63]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[60]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[64]

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.[61]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

Guild castles influence a castle region around them.[65]

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.[71][25][72]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[73]
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.[74]Steven Sharif

Battlegrounds

Template:Battlegrounds

Artwork

See also

References

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  7. 7.0 7.1 steven-dungeons.png
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  9. Livestream, April 29, 2022 (40:21).
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  28. 28.0 28.1 Livestream, January 28, 2022 (33:25).
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  37. frosty-roads.png
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  61. 61.0 61.1 economic-regions1.png
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  63. economic-regions-static.png
  64. 64.0 64.1 region-overlap.png
  65. castle-influence.png
  66. castle-taxes2.png
  67. 67.0 67.1 castle-region.png
  68. castle-metro.png
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  74. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.