Difference between revisions of "Alpha island"
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− | # | + | {{Alpha island}} |
+ | |||
+ | == World map == | ||
+ | |||
+ | {{World map}} | ||
+ | |||
+ | == World size == | ||
+ | |||
+ | {{World size}} | ||
+ | |||
+ | === Nodes === | ||
+ | |||
+ | {{Node count}} | ||
+ | |||
+ | == Starting areas == | ||
+ | |||
+ | {{Starting areas}} | ||
+ | |||
+ | === Divine gateways === | ||
+ | |||
+ | {{Divine gateways}} | ||
+ | |||
+ | == Zones of influence == | ||
+ | |||
+ | {{Zone of influence}} | ||
+ | |||
+ | === Zones and progression === | ||
+ | |||
+ | {{Zones and progression}} | ||
+ | |||
+ | == Coastal nodes == | ||
+ | |||
+ | {{Coastal nodes}} | ||
+ | |||
+ | == Artwork == | ||
+ | |||
+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
+ | |mode = gallery | ||
+ | |noresultsheader = - None - | ||
+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
+ | |order = descending | ||
+ | |ordermethod = firstedit | ||
+ | |namespace = file | ||
+ | }} | ||
+ | |||
+ | == See also == | ||
+ | |||
+ | * [[World map]] | ||
+ | * [[Alpha-1]] | ||
+ | * [[Exploration]] | ||
+ | |||
+ | == References == | ||
+ | |||
+ | <references/> | ||
+ | |||
+ | [[Category:World map]][[Category:Alpha-1]] |
Revision as of 23:43, 20 December 2020
Alpha-1 testing took place in a zone to the north west of the world map.[6] This zone has many islands and a mainland area.[7]
- The Alpha-1 starting area is set in the ruins of an Pyrian divine gateway.[8]
- There are 12 different (sub)zones in the Alpha-1 testing location.[5]
- The Alpha-1 map was approximately 70 km2 of playable area.[9]
- Alpha island (also called Alpha-0 island) was the first open-world testing zone for Alpha-1 participants.[14]
- There are approximately 4 biomes in Alpha-1: Flood plains, Desert (Desert), Snowy mountains, Forest.[15][16]
- Temporary teleportation points will be present in early tests until ships are introduced later in the alpha testing.[17]
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.[21] 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.[22]
- 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.[22]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[23][24]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[25]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[26]
- Previously, detailed information about the world was only available through the Library unique node building.[27]
- Not every server will share the same map, as player decisions will vary between servers.[28][29][24]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[30][31][32]
- 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.[31] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[33]
World size
1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Underrealm.[19]
- This has increased from the previously stated total size of 480 km2 including land and water/ocean[34][35][36]; but excluding an additional ~100 km2 of Underrealm.[37]
- The Underrealm did not increase "too much" in size.[38]
- The reason given for expanding the map size was to better accommodate Naval content and to reduce the overall content density in the world.[19]
- The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[19] – Steven Sharif
- The shape of the continents has also changed and two new large islands have been introduced.[19]
Nodes
There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[39][40][41] for a total of 100 nodes.[42]
- Previously the developers estimated 103 regular node locations with 15 additional castle nodes for a total of 118 nodes.[43][44][39][40][41]
- This decrease in node count does not affect the amount of available player housing, or the estimated server capacity.[45][46]
- We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[42] – Steven Sharif
- There were 9 node locations in Alpha-1.[47]
- Node locations are subject to change prior to Beta-1.[47]
Starting areas
Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[50]
- Starting areas are located near one of the four divine gateways where players spawn into the world.[50][51]
- Starting areas are not part of the node system.[55][51]
- Each race has its own starting area.[56]
- Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[51] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[58]
A problem that a lot of MMOs have is that those starting areas become just vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[59] – Steven Sharif
Divine gateways
Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[50]
- Divine gateways are where players first arrive in Ashes of Creation.[61]
- Each divine gateway is in proximity to one or more starting area.[50]
- Players can choose their starting gateway.[57] This choice is not restricted by their choice of race.[52]
- Tulnar characters have the same option of starting at any of the divine gateways as other races.[54][52][53]
- The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[60][62]
Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[63] – Jeffrey Bard
Zones of influence
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.[64]
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 .[65] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[66]
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.[64]
- Zones of influence connect fully across the world without any gaps.[67]
There is not a space where you will move in to do something and no node will get that experience.[67] – Steven Sharif
- Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[68][69][70]
- 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.[71]
Zones and progression
Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[72][33][43]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[73]
- 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.[74] – Steven Sharif
Coastal nodes
There will be nodes along the coast and on islands.[77]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[77]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[78]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[79]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[80][81][82]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[80] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[83][84]
Artwork
2021-05-29 2021-04-04 2021-02-11 2020-12-01
See also
References
- ↑ Alpha-1 screenshot.
- ↑
- ↑ Guide to Alpha One.
- ↑ 4.0 4.1 Livestream, November 30, 2020 (12:09).
- ↑ 5.0 5.1 5.2 5.3 5.4 Livestream, November 30, 2020 (22:43).
- ↑ 6.0 6.1 Livestream, November 30, 2020 (9:51).
- ↑ 7.0 7.1
- ↑ Livestream, March 26, 2021 (16:05).
- ↑ Interview, January 14, 2022 (3:50).
- ↑
- ↑ Interview, July 19, 2020 (1:21:49).
- ↑ Podcast, April 11, 2021 (53:01).
- ↑ Livestream, November 30, 2020 (25:45).
- ↑
- ↑ Livestream, January 29, 2021 (26:38).
- ↑ Livestream, October 16, 2017 (12:08).
- ↑ Livestream, November 30, 2020 (24:51).
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Livestream, August 26, 2022 (46:52).
- ↑ Video, January 27, 2023 (4:39).
- ↑ Interview, May 22, 2017 (22:54).
- ↑ 22.0 22.1 The mighty beard!
- ↑ Livestream, September 29, 2023 (1:14:29).
- ↑ 24.0 24.1 MMOGames interview, January 2017
- ↑ Livestream, September 29, 2023 (1:11:22).
- ↑ Livestream, May 27, 2022 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
- ↑ Livestream, May 19, 2017 (37:03).
- ↑ Livestream, August 26, 2022 (53:26).
- ↑ 31.0 31.1 Livestream, June 26, 2020 (1:25:11).
- ↑ Livestream, October 30, 2020 (1:19:13).
- ↑ 33.0 33.1 Livestream, May 15, 2017 (30:53).
- ↑ Livestream, January 30, 2020 (1:18:12).
- ↑
- ↑
- ↑ Interview, August 17, 2018 (10:43).
- ↑ Livestream, April 7, 2023 (22:48).
- ↑ 39.0 39.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 40.0 40.1
- ↑ 41.0 41.1 Podcast, April 23, 2018 (15:14).
- ↑ 42.0 42.1 Livestream, August 26, 2022 (1:05:47).
- ↑ 43.0 43.1 43.2 Blog - Know Your Nodes - The Basics.
- ↑ Interview, August 24, 2018 (3:44).
- ↑ Livestream, August 26, 2022 (1:18:54).
- ↑ Livestream, August 26, 2022 (1:06:42).
- ↑ 47.0 47.1 Livestream, November 30, 2020 (37:16).
- ↑ Livestream, March 28, 2020 (32:30).
- ↑ 49.0 49.1 Livestream, July 25, 2020 (1:03:03).
- ↑ 50.0 50.1 50.2 50.3
- ↑ 51.0 51.1 51.2 51.3
- ↑ 52.0 52.1 52.2 52.3 52.4 Livestream, October 16, 2017 (53:58).
- ↑ 53.0 53.1
- ↑ 54.0 54.1
- ↑ Livestream, August 31, 2023 (15:51).
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 Livestream, July 28, 2017 (25:20).
- ↑ Video, April 5, 2018 (40:08).
- ↑ 60.0 60.1 Livestream, November 8, 2020 (0:00:00).
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ Interview, July 20, 2020 (13:33).
- ↑ Interview, April 20, 2018 (5:46).
- ↑ 64.0 64.1 64.2 Node series part I
- ↑ Interview, April 20, 2018 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 67.0 67.1 Livestream, July 9, 2018 (39:32).
- ↑ Livestream, March 29, 2019 (58:14).
- ↑ Livestream, March 29, 2019 (29:17).
- ↑ Livestream, May 5, 2017 (37:52).
- ↑ Interview, May 11, 2018 (55:16).
- ↑ Interview, July 19, 2020 (19:35).
- ↑ Livestream, August 26, 2022 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Livestream, August 17, 2018 (58:53).
- ↑ 76.0 76.1
- ↑ 77.0 77.1 Livestream, 2018-04-8 (PM) (1:01:28).
- ↑ Livestream, March 29, 2024 (2:26:40).
- ↑ Interview, July 19, 2020 (48:05).
- ↑ 80.0 80.1 Interview, July 9, 2023 (1:18:49).
- ↑ Livestream, October 14, 2022 (58:46).
- ↑ Livestream, May 19, 2017 (37:51).
- ↑ Livestream, May 17, 2017 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!