World map

Ashes of Creation community empowered Wiki
Jump to: navigation, search

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.[2] 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.[3]

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.[3]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map. This includes Dungeons, Raids and Cities.

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.[4]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[5]

World size

480 km2 (square kilometers) is closer to the expected world size. This is not confirmed.[6]

The Alpha-0 map is a 4km x 4km area (16 km2).[7]

Procedural generation

Verra will not be randomly generated, but the starting resource points may be different on each server.[8]

Resource locations

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[9]

Mini map

There will be an in-game mini map in Alpha-1 or Alpha-2.[10]

Battle maps

Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[3]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[11]

Usage

Battle maps offer an interactive command map instead of the standard World map. The system would be accessed through City hall or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[11]

Bounty hunter maps

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[12] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[13]

Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[3]

Servers

The world 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.[14]

  • Servers will be named after the champions of the great battles that led up to the fall of Verra.[15]
  • Announcements of the server names will be made during the PAX West 2018 panel.[16]

Zones of influence

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[17]

Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[17]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[18]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[19]Jeffrey Bard

Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[20]

Zones of influence connect fully across the world without any gaps.[21]

There is not a space where you will move in to do something and no node will get that experience.[21]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.[5]

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.[22]

Climate

Some Environments (Biomes) have fixed climates and others are variable.[24]

  • Weather conditions change with the Seasons.
  • There will be dynamic weather that varies in intensity.[25]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.

See also

References