World size

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480 km2 (square kilometers) is the approximate world size at launch.[1] This includes water and land content.[2]

  • Water area is considered playable area, but the exact area of land versus water is not known at this time.[3]

I don't know the exact the exact amount that is land versus water but the water is playable area as well and it's gonna have content...[3]Steven Sharif

480 square kilometers; which is which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[4]Steven Sharif

  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[5]

Number of nodes

There will be 103 regular Node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[10][11][12] for a total of 118 nodes.[13][14]

World map

Ashes of Creation map.[15] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[16]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[15]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[17]Steven Sharif

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.[18] 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.[19]

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.[19]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[20]

  • 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.[20]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[21]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[22]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[22]Steven Sharif

The world map cannot be circumnavigated.[23]

There will not be world wrapping in Ashes of Creation.[23]Steven Sharif

Server population

Population limits will be enforced on each server.[24]

  • Around 8-10k concurrent users per server is projected.[25][26][27] This represents around 50,000 registered accounts per server.[28]
  • The developers intend to carefully manage server populations to avoid the need to merge servers.[29] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[28]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[28]Steven Sharif

Exploration

AshesOfCreation 49.jpg

Players will be rewarded for exploring.[31]

We want to put things in the world that are dynamic; so there are reasons to keep going out and keep exploring.[32]

It will be easy to get lost in Ashes of Creation.[33]

It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[33]Steven Sharif

Zones of influence

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[34]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[13]Margaret Krohn

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.[34]

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[34]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[35]

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 .[36]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.[37]

Zones of influence connect fully across the world without any gaps.[38]

There is not a space where you will move in to do something and no node will get that experience.[38]Steven Sharif

See also

References