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Difference between revisions of "Template:Events"

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[[File:EventSystem.mp4|thumb|450px|start=0|end=60|<blockquote>''In the event system we have certain predicates and these predicates act as requirements that must be satisfied before a particular story arc, or a particular event can kick off. And these events are very very wide ranging in what they can be: This could be a plague that's sweeping the lands. It could be um a natural disaster that is a forest fire, or a volcanic eruption. It could be a response from a particular NPC faction or a monster faction like here you see the goblins assaulting a town.''{{livestream|29 April 2022|32m29|qYuL-GrMmRM}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
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[[File:EventSystem.mp4|thumb|450px|start=0|end=60|<blockquote>''In the event system we have certain predicates and these predicates act as requirements that must be satisfied before a particular story arc, or a particular event can kick off. And these events are very very wide ranging in what they can be: This could be a plague that's sweeping the lands. It could be a natural disaster that is a forest fire, or a volcanic eruption. It could be a response from a particular NPC faction or a monster faction like here you see the goblins assaulting a town.''{{livestream|29 April 2022|32m29|qYuL-GrMmRM}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
 
[[File:vlcsnap-2021-03-29-09h56m18s088.png|thumb|450px|[[Corrupted areas|Corrupted area]] in [[Alpha-1]], design by [[Mia DelCasino]].{{livestream|26 March 2021|23m33|HD5WKztW0S4}} <blockquote>''I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.''{{podcast|11 April 2021|23m36|kP-lOFzYkCM}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
 
[[File:vlcsnap-2021-03-29-09h56m18s088.png|thumb|450px|[[Corrupted areas|Corrupted area]] in [[Alpha-1]], design by [[Mia DelCasino]].{{livestream|26 March 2021|23m33|HD5WKztW0S4}} <blockquote>''I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.''{{podcast|11 April 2021|23m36|kP-lOFzYkCM}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
  
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<blockquote>''Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life|MMOGames interview, January 2017}}</blockquote>
 
<blockquote>''Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life|MMOGames interview, January 2017}}</blockquote>
  
* Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific [[Roads|roadways]], having a random [[Raid bosses|raid boss]] or [[Mobs|mobs]] appear unexpectedly in a zone, leading to change of [[Climate|climate]] and changes to [[Volcano area|volcanic eruptions]] and [[Crops|crop rotations]].{{podcast|11 April 2021|23m36|kP-lOFzYkCM}}{{podcast|11 April 2021|23m36|kP-lOFzYkCM}}{{livestream|26 June 2020|1h29m06|KesMtSOZl8k}}{{web|https://www.ashesofcreation.com/news/our-immersive-world-environments/|Our immersive world - Environments.}}{{livestream|8 May 2017|20m27|hIVnt8SDdrY}}
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* Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific [[Roads|roadways]], having a random [[Raid bosses|raid boss]] or [[Mobs|mobs]] appear unexpectedly in a zone, leading to change of [[Climate|climate]], [[Volcano area|volcanic eruptions]], forest fires, or other natural disasters.{{livestream|29 April 2022|32m29|qYuL-GrMmRM}}{{podcast|11 April 2021|23m36|kP-lOFzYkCM}}{{livestream|26 June 2020|1h29m06|KesMtSOZl8k}}{{web|https://www.ashesofcreation.com/news/our-immersive-world-environments/|Our immersive world - Environments.}}{{livestream|8 May 2017|20m27|hIVnt8SDdrY}}
  
 
<blockquote>''Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area.  They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/|Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.}}</blockquote>
 
<blockquote>''Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area.  They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/|Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.}}</blockquote>

Revision as of 04:50, 1 May 2022

In the event system we have certain predicates and these predicates act as requirements that must be satisfied before a particular story arc, or a particular event can kick off. And these events are very very wide ranging in what they can be: This could be a plague that's sweeping the lands. It could be a natural disaster that is a forest fire, or a volcanic eruption. It could be a response from a particular NPC faction or a monster faction like here you see the goblins assaulting a town.[1]Steven Sharif

Corrupted area in Alpha-1, design by Mia DelCasino.[2]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[3]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[3][4] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[5] Events are public quests that are scaled to fit local, regional, and global needs.[6]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[6]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[10]

  • Events that are taken care of successfully have positive consequences.[6]
  • Events that reach a fail condition have negative consequences,[11][6], such as:
    • Natural disasters.[12]
    • Spawning of dragons.[11]
    • Hordes of zombies.[11]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[11][13][14]

There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[11]Steven Sharif

  • If events don't occur within a certain time period, they could occur randomly.[4]
  • There may be one-off events.[10]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[15]