Ruolo

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Backpack sockets (slots).[1]

A big component of the MMORPG that - half of that acronym is RPG role-playing game. And in order to role-play you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the back that can plug in certain types of props or items that are created by the character team, like Carson, might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[1]Steven Sharif

Fzp5K3MX0AYvpjA.jpg

Ruolo is supported by various systems in Ashes of Creation.[2][3]

A MMO lives and breathes on its community and we don't really want to give short shrift to any one of those types. All of them are important: the RPers are important, the people who just want to hang out in the Inn and talk are important, they all add to the game and so we want to make sure that we take care of all of them... You can run a business based on RPing.[6]Jeffrey Bard

Character naming

Characters will have a first-name and an optional surname (last name).[7]

  • There is a minimum length of three for a character name.[9]
  • Special characters, including apostrophes and hyphens, are currently not allowed in character names.[10]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[10]Ry Schueller

Character names will appear on the character sheet and optionally on the character website page.[11]

  • In-game a character's name is displayed above their head. This can be the first or last name.[11]

Housing decoration

Template:Housing decoration

Organizzazioni sociali

Organizzazioni sociali are ways for players to interact with the world around them in a different manner. They are about creating micro communities within the game.[13]

  • Social organizations start to patronize Nodi once they advance to Town (fase 4).[14]
The whole idea of these societies is that they are a mechanism for progression that do not have to rely on your level progression. These are different progression paths that players can participate in. If you don't want to leave a node in your gameplay experience and you want to find as much as you can do within that city, these offer those things. Now, some quests might take you outside of the city to hunt and pursue things, but you could also perfectly be a person that is a merchant and purchases them from other travelers instead of having to go do it yourself. We want to offer players a diverse method of progression; and these systems house those benefits.[15]Steven Sharif
Sometimes two organization's goals might not align with each other and there'll be conflict there, but it's not going to be like everybody in the Traders Guild is at war with everybody in the Thieves Guild.[16]Jeffrey Bard
  • Social organizations are run by NPCs, however there will be ranks that certain members can attain that will grant some influence over the organization.[17]
Q: Is the team developing social and religious organizations in a modular way so that player created ones could be made to exist later?
A: We are not developing those in a modular way because there is a very specific intent for those those disparate paths; and they are unique paths of progression that's intended both with a religious system as well as the social organization; and there are certain reward structures that live at the end of those paths- at the top of those paths you might say that we might not want to leave in the hands of players to modularize. Not that it's not something we can do, but rather keeping containers for certain types of reward structures helps to guard against more balance breaking issues.[20]Steven Sharif

Social animations

There are interactive social animations and emotes.[23]

Some animations will be agreed-upon emotes that you can initiate with other characters.[26]

Q: Can we dance on tables?
A: Technically the tables are in world, so yes...[27]Steven Sharif

There may be emotes associated with mounts and pets, such as petting, hugging, or playing with them.[28]

In alpha one you might have seen some of the anims on the rider of a horse that they went down and patted the side of the neck, or they would pet those; but those would be separate actions that you could potentially do as just additional emotes, but interfaces with a mount or pet that you have active.[28]Steven Sharif

Emoji

Emoji adds additional flare either for chat or character representation (social animations).[23][26][29]

Music

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Alpha-2 and Beta-1.[31][32][33]

Our current music is placeholder. We are working with Bear McCreary for our official music which we plan to unveil during Alpha Two and Beta One.[31]
  • Biomes and POIs will have specific musical themes associated with them. The presence of certain story arcs may weave layers into the theme for that area.[35]
If we're talking about biomes and we're talking about POIs: each of those will have distinctive themes that are associated with them. So when you're out in the wilderness, or you're out at a specific POI, those will have soundtracks that will play. As well, each of those systems will encompass a layered effect that can reflect the stage of certain types of events within an area. So, for example, the POI that is Carphen: that will have a general theme for Carphin that will play as you move into the area, but depending on the effects of a particular story arc we may weave in a layer of the soundtrack that reflects perhaps the voice of the raid boss when she's present.[35]Steven Sharif
The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[34]Steven Sharif
When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[37]Margaret Krohn

Tavern music

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Music within taverns can be set by players.[38]

Giochi di società

Giochi di società (tavern games) are games that are played in player-built taverns or in-node taverns.[39]. Some will be dice games, others will be card games; and some will be less savory.[40]

The idea behind the tavern games is to create another social interface. This is where players that are loving the RP aspect of MMORPGS- they want to walk into a tavern and meet new people and play games.[41]Steven Sharif
  • These games will involve aspects of both chance and skill.[40]
  • They must be played between 2 or more people.[40]
  • Players will be able to wager in-game currency against other players.[40]
    • The developers are considering a secondary currency for tavern games that would enable purchase of cosmetic items through a secondary currency market.[41]
    • There may be a ladder system that contributes to gaining this currency based on placement on the ladder.[41]
    • The alternative is to use the regular currency (gold).[41]
  • A portion of the income from the game goes to the tavern owner or node.[39][40]
  • Parlor games will vary based on the predominant race of a node.[41][40][42]
  • There may be unique games that can be acquired through adventuring in the world.[41]
  • Tavern owners dictate the table cost of parlor games. The node's mayor dictates the tax rate that applies when money exchanges hands.[43][44]
When a player wants to engage in a game, they may sit at a table, and another player may sit down with them. At that point the gameplay layer for the mini game will open in a user interface window. Depending on the type of game.[44]Steven Sharif

Giochi di società were a Kickstarter stretch goal.[45]

Mobile interface

Template:Mobile interface

Character appearance

Regolazioni del volto nel creatore del personaggio nell'Alpha-2 (prima versione).[46]

Sarà presente un'ampia possibilità di scelta nella creazione del personaggio, specialmente nel volto. Che si tratti della forma della mandibola, le guance, le orecchie, il naso, le labbra. Sapete che vogliamo offrire molteplici opzioni al giocatore di personalizzare il proprio personaggio.[47]Steven Sharif

Vogliamo che ci sia molta libertà per permettere alle persone di esprimere la loro identità, per giocare di ruolo come vogliono per quanto riguarda l'aspetto. Ci saranno dei parametri con i quali potrete modificare un personaggio. Vogliamo che la cultura e l'identità delle razze esista in modo da renderle facilmente identificabili rispetto ad altre culture ed altri giocatori. Per questo motivo dobbiamo avere uno spettro sul quale possano esistere. Ci saranno un sacco di pettinature e tatuaggi da provare . Sarete in grado di gestire le proporzioni del viso, delle ossa, dell'altezza, larghezza e percentuale di massa grassa. Potrete aggiungere peli corporei in diverse parti del corpo. Se vorrete avere dei peli sui piedi, potrete farlo.[48]Steven Sharif

L'aspetto del personaggio può essere modificato nel creatore del personaggio (CC)[49] ed attraverso saloni/barbieri all'interno del gioco.[50][51]

  • I modelli dei personaggi sono realistici.[52]
  • Il giocatore vedrà un personaggio generico prima delle modifiche.[53]
  • I design dei personaggi avranno influenze di diverse culture, come quelle Europee, Africane e Asiatiche.[54]
  • Le "Loli" non saranno presenti nel gioco.[55][56]
  • Gli slider e altri modificatori, come le palette di colori, offriranno flessibilità nella personalizzazione ma ci saranno limiti dettati da razza, genere, e le linee guida artistiche concordate dagli sviluppatori. [57][58][55][59][60]
Gli slider avranno dei limiti, questa era una delle grandi domande una volta iniziato il lavoro sul creatore del personaggio: quanta possibilità vuoi dare nel permettere, per esempio, di spingere il labbro in basso fino a farlo deformare, oppure spostare una guancia in modo da rendere il volto asimmetrico. Non ci sarà la possibilità di creare quel tipo di personaggio. Nonostante questo si avrà la possibilità di muovere, cambiare, ingrandire, diminuire tutte queste parti, mantenendole più ragionevoli e considerate, nello stesso senso per cui non si avrà la possibilità di cambiare l'aspetto di un nano, né del Dünir né nel Niküan, per creare qualcosa che, in mia opinione, verrebbe considerato un personaggio Loli.[55]Steven Sharif

Corpo

Vaelune, Dünir e Empyrean nei primi render 3D dei modelli dei personaggi dell'Alpha-1 .[61]

Tante opzioni in arrivo. Il nostro team dei personaggio continua a rifinire le nostre opzioni di personalizzazione![62]Steven Sharif

  • Corpi preimpostati.[63]
    • Massa corporea: sovrappeso, magro, muscoloso.[64][65]
    • Percentuale di massa grassa.[48]
    • Struttura ossea.[58][48]

Testa

Personalizzazione di capelli e barba nel creatore del personaggio dell'Alpha-2 (prima versione).[73]

Ogni colore dei capelli usa accenti e base diversamente, ma solitamente la base è il colore delle radici e l'accento quello sulle punte.[73]Zachary Mallet

Il preset Vek nel creatore del personaggio dell'Alpha-2 (prima versione).[74]

Le teste saranno proporzionate alla dimensione del corpo, con poche limitatate variazioni.[75]

Volto

  • Tratti del volto.[82]
    • Fronti preimpostate.[82]
    • Sopracciglia preimpostate.[82][67][29]
    • Occhi preimpostati.[82]
    • Orecchie preimpostate.[82]
    • Guance preimpostate.[82]
    • Bocche preimpostate.[82]

Dettagli

Potrebbe essere applicato un "aspetto base" del personaggio durante gli assedi o altri contenuti di larga scala per favorire le prestazioni dei giocatori.[86][87][88]

Creatore del personaggio

Il character creator (o schermata di modifica del personaggio) permette ai giocatori di definire l'aspetto del loro character in Ashes of Creation.[90]

Avremo una vasta gamma di modifiche già dall'uscita.[29]

Se dovessi fare un'analogia, userei BDO come esempio di quello che cercherà di fare la nostra Creazione Personaggio.[91]

Sarà possibile selezionare la voce del personaggio da opzioni predefinite.[92]

Character sheet

There is no planned in-game functionality to leave personal notes regarding player characters.[93]

We don't plan to have in-game tools to provide that tracking. Instead you will be expected to track that yourselves.[93]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

A character sheet will be available closer to live launch that shows the following:[94]

  • What a character looks like.[94]
  • Successi and server firsts.[94]
  • Info on a player's class.[94]
  • Character's back story via journal entries (that are shared publicly by the player).[95][96]
  • Traits can be applied that describe a character's history.[96]
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[96]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[95]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[95]Steven Sharif

The player can manage what info is shown on the character page.[94]

Marriage

There is a marriage mechanic in Ashes of Creation, including same-sex marriages.[98]

You might have a NPC that is specifically a RP event NPC. This is a person who marries you and you come up to them and they have a quest that relates to finding the cosmetic attire for the wedding; and once you have that achieved you must find a Best man or Maid of honor- these are systems that can be created around immersion in the game.[2]Steven Sharif

Marriage may unlock different activities that are not available to characters who are not married.[101]

There are not plans for gender neutral neutral pronouns. However our marriage system which will be present does not take into account gender. So two individuals of any sex will be able to utilize the marriage system and we feel that that's pretty important to really reflect the nature the cultures in Ashes of Creation: That it does not have that conflict present in this fantasy world that we may have experienced in the past in our real world; and that's a good place both from a sanctuary standpoint through people who are maybe experiencing that in the real world to get away from it in the fantasy world: We wanted to provide that type of outlet.[102]Steven Sharif

Story arcs

Alpha-2 early preview of the story arc UI.[103]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[104]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[105]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[106]Skott B

Story arcs are unlocked by multiple types of player activity within each server.[107][105][104][108]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[108]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[116]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[107]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[123]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[123]Skott B
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[127]

Server types

  • There won't be separate PvE and Pvp servers but some servers may be more PvP focused than others.[128][129][130]

NPC languages

Languages in Ashes of Creation may refer to:

See also

Riferimenti

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  131. Trasmissione in diretta, 2017-05-10 (35:27).
  132. 132.0 132.1 Trasmissione in diretta, 2022-03-31 (4:57).
  133. steven-lore-languages.png
  134. What languages will Ashes of Creation be in?