Divine gateways
Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[2]
- Divine gateways are where players first arrive in Ashes of Creation.[3]
- Each divine gateway is in proximity to one or more starting area.[2]
- Players can choose their starting gateway.[4] This choice is not restricted by their choice of race.[5]
- Tulnar characters have the same option of starting at any of the divine gateways as other races.[6][5][7]
- 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.[1][8]
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.[9] – Jeffrey Bard
Starting areas
Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[2]
- Starting areas are located near one of the four divine gateways where players spawn into the world.[2][12]
- Each race has its own starting area.[13]
- Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[12] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[14]
- Starting areas are not tied to the node system.[12]
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.[15] – Steven Sharif
Tulnar starting area
Tulnar have a starting area that does not involve a divine gateway.[5]
- Points of interest exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[12]
- Tulnar have the same option of starting at any of the divine gateways as other races.[6]
- Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[6] – Steven Sharif
Unlike the other races, the Tulnar won’t be returning to Verra. Instead they will be returning to the surface from the Underrealm for the first time in generations.[16]
- The Underrealm itself does not have a divine gateway.[7]
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.[20] 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.[21]
- 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.[21]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[22][23]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[24]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[25]
- Previously, detailed information about the world was only available through the Library unique node building.[26]
- Not every server will share the same map, as player decisions will vary between servers.[27][28][23]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[29][30][31]
- 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.[30] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[32]
Lore
Artwork
See also
References
- ↑ 1.0 1.1 Livestream, November 8, 2020 (0:00:00).
- ↑ 2.0 2.1 2.2 2.3
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ 4.0 4.1
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, October 16, 2017 (53:58).
- ↑ 6.0 6.1 6.2 6.3
- ↑ 7.0 7.1 7.2
- ↑ Interview, July 20, 2020 (13:33).
- ↑ Interview, April 20, 2018 (5:46).
- ↑ Livestream, March 28, 2020 (32:30).
- ↑ 11.0 11.1 Livestream, July 25, 2020 (1:03:03).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ 14.0 14.1 Livestream, July 28, 2017 (25:20).
- ↑ Video, April 5, 2018 (40:08).
- ↑ Livestream, May 17, 2017 (5:49).
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 18.0 18.1 Livestream, August 26, 2022 (46:52).
- ↑ Video, January 27, 2023 (4:39).
- ↑ Interview, May 22, 2017 (22:54).
- ↑ 21.0 21.1 The mighty beard!
- ↑ Livestream, September 29, 2023 (1:14:29).
- ↑ 23.0 23.1 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).
- ↑ 30.0 30.1 Livestream, June 26, 2020 (1:25:11).
- ↑ Livestream, October 30, 2020 (1:19:13).
- ↑ Livestream, May 15, 2017 (30:53).