Harbors

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Alpha-1 harbor early preview concept.[1]

Harbors that are located in specific areas around the world along the coast and those are points of interest that get adopted by a node when they reach certain levels in proximity to that harbor, or if the node gets vasseled by a parent or sovereign node in relationship to their vassal owning that harbor.[2]Steven Sharif

Harbors are initially dilapidated points of interest that appear in coastal areas.[3] Harbors have a significant amount of influence over the waters.[4]

Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[3]Steven Sharif
  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[2]
    • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[2]

Coastal nodes

Pre-alpha naval concept.[13]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[14]Steven Sharif

There will be nodes along the coast and on islands.[15]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[15]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[14]
  • 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.[16]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[10]
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.[5]Steven Sharif

Ships

Tea transport PAX East 2018 exclusive cosmetic ship skin.[19]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[20]Steven Sharif

Ships are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[21][22]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[23]
    • Quest lines may have NPC driven ships.[23]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[23]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[23]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[24]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[25][22]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[25]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[25]
    • Other ship permissions may include operating weapons, anchors, and utility items.[22]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[28][21]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[28]Steven Sharif

Ship building

Naval concept art.[29]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[30]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node, coastal or not, with a harbor.[31][3][8][32][33]

There's definitely going to be interfacing with a number of different artisanship professions in order to create all the components necessary 1) to completely craft a ship, but also 2) to equip the ship in its equipment slots. We will have more details on that as we grow closer to the naval systems coming online and being testable for A2. Right now there is still some design discussion around where certain components are going to live, but things like Arcane Engineering, things like Carpentry, absolutely are going to be sources of those.[31]Steven Sharif
  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[30][34][35] The types of attachments that are available are dictated by the ship's class.[30]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[39]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[40]Steven Sharif

Summoning ships

Ships (excluding raft caravans) can only be summoned from a port or harbor.[41][42][43][44]

You can summon your ships up but you'll need to summon them from land, which means that if something happens to your armada out at sea you won't have backups to just summon immediately in the middle of the fight... They'll have to do so from shore somewhere from some port or harbor.[44]Steven Sharif
Rivers can only be used by caravan rafts. Ships that are intended for the ocean cannot travel upstream in a river. It is too shallow.[41]Steven Sharif
  • Rivers can only be used by raft caravans.[45] Previously it was stated that ships may be able to be summoned in rivers (or other bodies of water) depending on the depth of the water.[46]

Raft caravans

Alpha-2 raft caravan in the Riverlands biome.[47]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[50]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[52][48][53][51]

Naval NPCs

Naval NPCs exist in and around the oceans.[4]

There's an NPC structure that exists out in the oceans. These take the form of sailing NPCs, fortresses, whether that be large frigate or galleon based ships, and they take the form of raid bosses. They take the form of general sea-based NPCs. There's treasures that you can find on land and explore out at sea, as obviously one of the missions is why you would be going out to sea. There's escort missions that you can participate in... Some of those are straightforward and interact but with an NPC to receive a quest for; and some of those have to be discovered at sea. So these are all things that are make that type of area in an MMO exciting. You don't just want to have water for water's sake. You want to have water because it's a different experience from a content perspective than what's on land; and in order to be a different experience you have to have that content.[4]Steven Sharif

Naval content

Naval content refers to content above and below the sea.[4][17]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[18]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[58]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[59]

Visuals

See also

References

  1. Livestream, March 26, 2021 (48:42).
  2. 2.0 2.1 2.2 Livestream, August 26, 2022 (1:26:58).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Livestream, March 29, 2024 (2:36:06).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 Podcast, April 11, 2021 (36:43).
  5. 5.0 5.1 5.2 5.3 Interview, July 9, 2023 (1:18:49).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Livestream, July 25, 2020 (1:59:09).
  7. 7.0 7.1 7.2 7.3 7.4 Livestream, July 9, 2018 (30:35).
  8. 8.0 8.1 8.2 8.3 Interview, July 9, 2023 (1:20:33).
  9. 9.0 9.1 steven-ships-2.png
  10. 10.0 10.1 10.2 Interview, July 19, 2020 (48:05).
  11. 11.0 11.1 Livestream, October 14, 2022 (58:46).
  12. 12.0 12.1 Livestream, May 19, 2017 (37:51).
  13. Livestream, August 17, 2018 (58:53).
  14. 14.0 14.1 steven-stream-clarifications-august-2022.png
  15. 15.0 15.1 15.2 Livestream, 2018-04-8 (PM) (1:01:28).
  16. Livestream, March 29, 2024 (2:26:40).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Livestream, May 17, 2017 (30:53).
  18. 18.0 18.1 Kickstarter - We Just Broke $1,500,000!
  19. Ashes of Creation Store: Tea transport.
  20. Livestream, October 31, 2018 (54:21).
  21. 21.0 21.1 Livestream, October 31, 2023 (1:30:52).
  22. 22.0 22.1 22.2 22.3 Livestream, May 28, 2021 (1:52:15).
  23. 23.0 23.1 23.2 23.3 Livestream, September 24, 2021 (1:26:46).
  24. Livestream, January 27, 2023 (1:32:00).
  25. 25.0 25.1 25.2 Livestream, October 31, 2023 (1:27:50).
  26. Livestream, July 30, 2021 (1:14:04).
  27. steven-shops-on-ships.png
  28. 28.0 28.1 Livestream, March 29, 2024 (2:33:50).
  29. steven-twitter-background.png
  30. 30.0 30.1 30.2 Livestream, February 25, 2022 (1:15:50).
  31. 31.0 31.1 31.2 Livestream, August 30, 2024 (1:17:02).
  32. 32.0 32.1 Livestream, October 28, 2022 (1:39:25).
  33. steven-ships-1.png
  34. Livestream, October 29, 2021 (1:15:57).
  35. Interview, August 17, 2018 (36:29).
  36. 36.0 36.1 Podcast, November 15, 2020 (23:30).
  37. 37.0 37.1 Livestream, May 19, 2017 (50:45).
  38. Livestream, September 30, 2022 (1:19:27).
  39. Livestream, September 30, 2022 (1:19:59).
  40. Livestream, September 30, 2022 (1:20:06).
  41. 41.0 41.1 Livestream, January 31, 2024 (1:07:57).
  42. Livestream, April 29, 2022 (1:08:27).
  43. Livestream, May 29, 2020 (1:28:38).
  44. 44.0 44.1 Podcast, May 11, 2018 (11:51).
  45. 45.0 45.1 Livestream, January 31, 2024 (1:07:587).
  46. boats-rivers.png
  47. 47.0 47.1 Video, January 31, 2024 (15:35).
  48. 48.0 48.1 48.2 Video, October 31, 2023 (28:06).
  49. 49.0 49.1 Livestream, May 29, 2020 (1:28:38).
  50. 50.0 50.1 50.2 50.3 50.4 Livestream, April 30, 2020 (58:05).
  51. 51.0 51.1 51.2 Livestream, 2018-04-8 (AM) (15:46).
  52. Video, January 31, 2024 (15:27).
  53. 53.0 53.1 Livestream, August 26, 2022 (1:20:17).
  54. Livestream, January 31, 2024 (1:08:47).
  55. Livestream, September 30, 2020 (40:52).
  56. Video, November 9, 2017 (0:01).
  57. 57.0 57.1 57.2 57.3 Livestream, August 23, 2017 (28:22).
  58. Livestream, January 28, 2022 (1:09:00).
  59. Livestream, February 25, 2022 (1:04:29).