Quests

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Pre-alpha PAX 2017 quest (UI iteration 0.2).[1]
Pre-alpha Mage accepting a quest.[2]

Quests in Ashes of Creation are divided into three categories: Events, Tasks and Epic and legendary (narrative) quests.[3]

Racial quests

Quests may be based on a character's race.[4]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[4]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[4]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[5]Steven Sharif

NPC race

NPCs are going to react differently to different tags on a character.[4]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.

Player driven narrative

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[6]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[7]

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.[8]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[9]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[9]Jeffrey Bard

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[10]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[11]

A legendary weapon is easily distinguished by its visual appearance.[12]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[12]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[12]

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[12]Steven Sharif

Legendary items are not intended to be temporary.[13]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[13]Steven Sharif

Lore

Ashes of Creation logo.[15]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[16]Jeffrey Bard

There are different parts to the Lore in Ashes of Creation.[17]

These story arcs drive one or more quest lines.[17]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[18]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself .[19]Jeffrey Bard

Story arcs

Story arcs drive one or more quest lines in Ashes of Creation.[17]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[20]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[21]

Events

Events are things that happen in Ashes of Creation as the result of development in the world.[22] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[23]

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.[7]

If events don't occur within a certain time period, they could occur randomly.[22]

Event types

Ashes of Creation will have seasonal events, quests, and holidays.[24]

Tasks

Tasks are quests without excessive amounts of text.[25]

  • Tasks refer to node-based objectives that are narrative based.
  • Tasks come and go in regional areas; and react to events in the world.

Epic/legendary quests

Epic and Legendary quests affect the narrative of the game.[3] These quests will unlock gated content.[26]

Solable quests

Questing may be individual and group oriented.[27]

Collection quests

There will be collection quests.[28]

Grinding

Repetition will not be part of progression.[29]

  • There will be no "grindy" quests.
  • The aspiration is to have more things to do in the game than a player has time to do.

Quest markers

There will be subtle ways that players will acquire knowledge that something is to be done in an area.[30]

  • There are not going to be obvious quest markers such as question marks and exclamation marks telling players where to turn.

Quest sponsorship

Players can sponsor quests on a bulletin board.[31]

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.[32]

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.[7]

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[33]

  • An alternate way to remove corruption is through religious quests. These quests are considered time sinks.[34]

It's not going to be easy or quick but it is probably going to be the only other way to get rid of corruption other than dying.[34]Jeffrey Bard

See also

References