Achievements

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Achievements will be across multiple servers, not just for guilds or groups.[1]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[3]Steven Sharif

There will be a mix of character-based and account-based achievements.[4]

Relics

Node relic.[5] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[6]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[7]

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[8]

  • Number of successful siege defenses.[8]
  • Number of successful siege assaults.[8]
  • Number of PvP kills.[8]
  • Raid participation points.[8]
  • Number of firsts.[8]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[8]Steven Sharif

Leaderboards

There will be dungeon and raid leader boards.[9]

Trophy park

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[10]

  • Server announcements and achievements are designed to encourage groups to experience new content.[10]

Adaptive content

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New points of interest (such as dungeons and world bosses) spawn as nodes develop.[11] This content adapts to the development of the zone it is in.[12]

  • Populations will change.[12]
  • Content difficulty will change.[12]
  • The content may be different altogether, depending on what is developed and how.[12]
  • Different types of antagonists with different story lines.[12]
  • Some dungeons will only be unlocked if nodes are developed to certain stages.[13]
  • Storyline objectives for players inside dungeons will depend on the story arc paths chosen through the node system.[13]
  • Drop tables in areas and dungeons will be tied into the progression of certain areas.[13]

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.[13]

See also

References