Events

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Events are things that happen in Ashes of Creation as the result of development in the world.[1] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[2]

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.[3]

If events don't occur within a certain time period, they could occur randomly.[1]

Ashes of Creation will have seasonal events, quests, and holidays.[4]

Adaptive content

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[5] This content adapts to the development of the zone it is in.[6]

  • Populations will change.
  • Content difficulty will change.
  • The content may be different altogether, depending on what is developed and how.
  • Different types of antagonists with different story lines.

Seasonal events

Ashes of Creation has seasonal events that mirror real-world events.[4]

Events may bring seasonal change.[7]

  • A winter dragon may appear because a node has developed to stage 4. That dragon may bring eternal winter until it is killed.

Announcements

There will be global (server-wide) announcements/notifications of important events.[8]

Local node events, such as Caravans will not be announced. These will rely on player word-of-mouth.[8]

Monster coins

Monster coins enable players to play as monsters within the event system. This ranges from playing friends as a horde of zombies, to becoming a massive dragon.[10]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[11]

Monster coin events are system spawned events.[12]

  • They are structured in a way to prevent groups from gaming the system.[12]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[13]
  • Server messages appear for players in the vicinity of these dynamic events.[14]
  • Drop tables are disabled for player controlled monsters.[15]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[16]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[17]

As nodes advance, so does the scale of the monsters.[14] There are tiers of events denoting the caliber of the monsters being spawned.[10]

GM run events

There will not be GM (game master) run events initially, but the systems are in place to add these in the future.[18]

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.[19]

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.[3]

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.[20]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[21]

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.[21]Jeffrey Bard

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[22]

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.[23]

A legendary weapon is easily distinguished by its visual appearance.[24]

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.[24]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[24]

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.[24]Steven Sharif

Legendary items are not intended to be temporary.[25]

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.[25]Steven Sharif

Mobile/web interface

A mobile application and web interface allows players who are not logged into the game to have authority over certain services and mechanics.[27][28] Some functionality may come post-launch.[29]

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[29]Jeffrey Bard

See also

References