Points of interest

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New points of interest (such as dungeons and world bosses) spawn as nodes develop.[1] This content adapts to the development of the zone it is in.[2]

  • Populations will change.[2]
  • Content difficulty will change.[2]
  • The content may be different altogether, depending on what is developed and how.[2]
  • Different types of antagonists with different story lines.[2]
  • Some dungeons will only be unlocked if nodes are developed to certain stages.[3]
  • Storyline objectives for players inside dungeons will depend on the story arc paths chosen through the node system.[3]
  • Drop tables in areas and dungeons will be tied into the progression of certain areas.[3]

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.[3]

World map

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.[5] 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.[6]

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.[6]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[3]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[3]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[7]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[8]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[8]

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.[8]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.[8]Mat Broome

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[9]

  • There won't be nodes underwater or in the water.[10]

Battlegrounds

Battlegrounds are where PvP battles occur in the open world.[11] These are open world PvP zones that flag players as Combatants (purple).[12]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[3]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[14]Steven Sharif

Zones and progression

Dungeons, World bosses, Mobs, Quests, Events, and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node.[7]

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.[15]

See also

References