Points of interest
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]
- Additional buildings will spawn.[1]
- Additional mobs will spawn.[1]
- Different antagonists/leaders with different story lines.[1][4]
- Populations will change.[4]
- Content difficulty will change.[4]
- The content may be different altogether.[4]
- Additional quest hooks.[1]
- Dungeons will be unlocked when certain nodes advance to certain stages.[5]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[5]
- POI events are events that relate to specific points-of-interest (POI).[9]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[10]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]
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.[14] 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.[15]
- 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.[15]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[16][5]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[17]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[18]
- Previously, detailed information about the world was only available through the Library unique node building.[19]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[22][23][24]
- 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.[23] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[25]
Starting areas
Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[28]
- Starting areas are located near one of the four divine gateways where players spawn into the world.[28][29]
- Each race has its own starting area.[33]
- Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[29] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[35]
- Starting areas are not tied to the node system.[29]
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.[36] – Steven Sharif
Alpha-1 starting area
The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[38]
Roads
Roads in Verra are both pre-generated and player influenced.[40]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[40]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[40]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[40]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[40]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[42][43][44]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[42] – Steven Sharif
Different seasons and events may affect access to various roads.[45][46][47][48]
- Pathways that are open during summer may be closed during winter.[45][48]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[45][46][47][49]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[39][46]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[48]
- Ice will make roads bumpy and slippery.[50]
Underrealm routes will open or close dynamically (based on node states).[24]
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[22][24]
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[24]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[51]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[51] – Chris Justo
Freeholds may not be placed in close proximity to roads.[52]
Dungeon locations
Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[8]
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.[8]
- Multiple nearby nodes may collectively influence larger POIs.[6]
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[6] – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.[7][8]
List of notable dungeons
This section contains potentially outdated information from Alpha-1 testing. |
- Breaker's Penitentiary
- Cerulean Grotto
- Deepheart Cove
- Drythorne Gulch
- Dünheim
- Dünzenkell Crypt
- Fallow's Hold
- Hungering Maw
- Illwind Ruins
- Manaspring Hollow
- Ruins of Restless Spirits
- Sporelight Caverns
- The Tower of Carphin
- The Underroost
- Underrealm Entrance
- Volcano dungeon
Landmarks
Landmarks are scattered throughout the world, allowing players to judge their position on the map.[53]
From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[53] – Steven Sharif
Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[53] – Mat Broome
Corrupted areas
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[55][56][57][58][59][60][2]
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[61]
- These are sources of NPC events that players need to address before they grow out of hand.[55][62][60]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[55][61]
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[63]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[63] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only PvP related activities lead to player corruption (in the flagging system).[64][65]
- To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[64] – Steven Sharif
- When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[66] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[55]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[55][56][67][68][69]
Underwater nodes
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[70]
- There won't be nodes underwater or in the water.[71]
Economic regions
Economic regions are static areas defined by geographic points of interest.[73][74][75]
- Castle regions are larger and encompass multiple economic regions.[73]
- Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[76]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[77]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[74] – Sarah Flanagan
Castle regions
Guild castles influence a castle region around them.[78]
- A castle's region is 1/5th the game world.[79]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[80][77]
- A castle could have a metropolis beside it.[81]
- Castle region boundaries are static.[80]
- Guild castles impose a tax on all revenue for the nodes within its region.[82][83]
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.[84][25][85]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[86]
- 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.[87] – Steven Sharif
Node simulation
The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[88]
- This simulates how nodes advance and expand their zones of influence over surrounding nodes.[88]
You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[88] – Steven Sharif
- It also simulates events, such as NPCs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[88]
It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[88] – Steven Sharif
- Node sieges are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[88]
It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[88] – Steven Sharif
- It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZOI across a waterway, or having territories expand out to islands or across continents.[88]
It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[88] – Steven Sharif
Battlegrounds
Artwork
2024-01-23 2021-03-29
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Livestream, March 26, 2021 (50:33).
- ↑ 2.0 2.1 Livestream, March 26, 2021 (22:53).
- ↑ Livestream, November 17, 2017 (36:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 Livestream, November 17, 2017 (18:29).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2
- ↑ 7.0 7.1
- ↑ 8.0 8.1 8.2 8.3 Livestream, July 25, 2020 (46:08).
- ↑ Livestream, April 29, 2022 (40:21).
- ↑
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 12.0 12.1 Livestream, August 26, 2022 (46:52).
- ↑ Video, January 27, 2023 (4:39).
- ↑ Interview, May 22, 2017 (22:54).
- ↑ 15.0 15.1 The mighty beard!
- ↑ Livestream, September 29, 2023 (1:14:29).
- ↑ 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).
- ↑ 22.0 22.1 Livestream, August 26, 2022 (53:26).
- ↑ 23.0 23.1 Livestream, June 26, 2020 (1:25:11).
- ↑ 24.0 24.1 24.2 24.3 Livestream, October 30, 2020 (1:19:13).
- ↑ 25.0 25.1 Livestream, May 15, 2017 (30:53).
- ↑ Livestream, March 28, 2020 (32:30).
- ↑ 27.0 27.1 Livestream, July 25, 2020 (1:03:03).
- ↑ 28.0 28.1
- ↑ 29.0 29.1 29.2 29.3
- ↑ 30.0 30.1 30.2 Livestream, October 16, 2017 (53:58).
- ↑
- ↑
- ↑ Livestream, May 19, 2017 (29:25).
- ↑
- ↑ 35.0 35.1 Livestream, July 28, 2017 (25:20).
- ↑ Video, April 5, 2018 (40:08).
- ↑ 37.0 37.1 Livestream, March 26, 2021 (17:23).
- ↑ Livestream, March 26, 2021 (16:05).
- ↑ 39.0 39.1 39.2 Video, October 31, 2023 (34:12).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 Livestream, January 29, 2021 (1:13:04).
- ↑ 41.0 41.1 Livestream, January 28, 2022 (33:25).
- ↑ 42.0 42.1 Livestream, October 31, 2023 (1:16:34).
- ↑ Video, October 31, 2023 (28:06).
- ↑ Livestream, February 9, 2018 (45:48).
- ↑ 45.0 45.1 45.2 45.3 Video, May 27, 2022 (15:50).
- ↑ 46.0 46.1 46.2 Podcast, April 11, 2021 (23:36).
- ↑ 47.0 47.1 Livestream, June 26, 2020 (1:29:06).
- ↑ 48.0 48.1 48.2 48.3 Livestream, May 8, 2017 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 51.0 51.1 Video, October 31, 2023 (20:17).
- ↑ Livestream, May 19, 2017 (32:23).
- ↑ 53.0 53.1 53.2 53.3 Livestream, August 17, 2018 (10:01).
- ↑ Video, November 30, 2023 (29:26).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Video, November 30, 2023 (32:36).
- ↑ 56.0 56.1 Interview, July 9, 2023 (47:05).
- ↑
- ↑ Video, March 31, 2023 (1:22).
- ↑ Video, March 31, 2023 (3:32).
- ↑ 60.0 60.1 Livestream, March 26, 2021 (50:03).
- ↑ 61.0 61.1 Livestream, November 8, 2020 (12:47).
- ↑ Livestream, June 25, 2021 (1:13:30).
- ↑ 63.0 63.1 Livestream, January 28, 2022 (1:17:12).
- ↑ 64.0 64.1 Livestream, March 31, 2023 (54:22).
- ↑ Livestream, June 25, 2021 (1:32:24).
- ↑ 66.0 66.1 Livestream, March 31, 2023 (58:27).
- ↑ Livestream, March 31, 2023 (59:10).
- ↑ Video, March 31, 2023 (16:42).
- ↑
- ↑ Livestream, 2018-04-8 (AM) (18:29).
- ↑ Livestream, 2018-04-8 (PM) (1:01:28).
- ↑ About Ashes of Creation.
- ↑ 73.0 73.1 73.2
- ↑ 74.0 74.1
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑
- ↑ 77.0 77.1
- ↑
- ↑
- ↑ 80.0 80.1
- ↑
- ↑ Livestream, April 30, 2021 (1:01:10).
- ↑
- ↑ Interview, July 19, 2020 (19:35).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Livestream, August 26, 2022 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 88.00 88.01 88.02 88.03 88.04 88.05 88.06 88.07 88.08 88.09 88.10 Livestream, September 24, 2021 (30:26).