Naval

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Naval content refers to content above and below the sea.[3][4]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[9]

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.[10]

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.[11]

Naval schedule

Naval content will be introduced into Alpha-2 as an update.[13][14][15]

Naval will be an Alpha-2 in the sense that at after we launch Alpha-2, at some point in Alpha-2, naval will be implemented as an update; and that naval will be the ability to acquire components, construct those components, acquire recipes, construct certain types of ships, navigate those ships on the water, and engage in certain ship-to-ship interactions and ship-to-player interactions and ship-to-content interactions. Now, it won't be the aspect of that, meaning all ships won't be present: all types of those ships, all attachments of those ships. And it will be maybe a little bit janky to start because it's going to be an alpha version of it. But the intent there is to provide the loop where players get to go and interact with content in the ocean. That won't be at the start of Alpha-2, but it will be in Alpha-2.[13]Steven Sharif

Naval NPCs

Naval NPCs exist in and around the oceans.[3]

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.[3]Steven Sharif

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.[19][20]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[19]Steven Sharif

Ships

Tea transport PAX East 2018 exclusive cosmetic ship skin.[22]

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.[23]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.[24][25]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[26]
    • Quest lines may have NPC driven ships.[26]
    • 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.[26]
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.[26]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[27]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[28][25]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[28]
    • 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.[28]
    • Other ship permissions may include operating weapons, anchors, and utility items.[25]
  • Nothing can move or or block ships. Ships have the ultimate priority.[24]

Ship classes

Ships are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[15][32][33]

Size Type Usage.[33] Crew.[34]
Small Personal vessels.[29] Solo/personal content.[15] 1-3
Medium Frigates.[3] Group content.[15] Group size (8)
Large Galleons.[35][36] Raid content.[15] Raid size (40)

The amount of crew required in order for a ship to be effective depends on the ship's class.[37]

  • All ship classes minimally require a captain to drive the ship.[37]
  • Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[38]
Ships have their own class of vessel and the class that is related to the vessel has a certain purpose both in battle, in PvE raids, in transportation.[32]Steven Sharif

Naval caravans

Alpha-2 raft caravan in the Riverlands biome.[39]

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.[40]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[41][42][43][44]

Summoning ships

Ships (excluding raft caravans) can only be summoned from a port or harbor.[48][49][50][51]

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.[51]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.[48]Steven Sharif
  • Rivers can only be used by raft caravans.[46] 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.[52]

Ship building

Naval concept art.[53]

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.[54]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[55][56][57]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[54][59][60] The types of attachments that are available are dictated by the ship's class.[54]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[64]
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.[65]Steven Sharif

Naming ships

Ships will be able to be named.[66][67]

  • Ship names may potentially appear on the ship's hull or as floating text above the ship.[68][67]

Naval combat

Alpha-2 Negalith naval raid boss.[14]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[14]Steven Sharif

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[14][33]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[34]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[75]Steven Sharif

Naval PvP

Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[76][77][78] Corrupted (red) players will remain red while in the open sea.[79][80][81]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[77]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[79]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[83]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[82]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[78]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[74][84]

Coastal/island nodes

Pre-alpha naval concept.[85]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[86]Steven Sharif

There will be nodes along the coast and on islands.[5]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[5]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[86]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[35]
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.[87]Steven Sharif

Harbors

Alpha-1 harbor early preview concept.[89]

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.[90]Steven Sharif

Harbors are points of interest that appear in proximity to coastal nodes.[87][6][7] Harbors have a significant amount of influence over the waters.[3]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[90]
    • 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.[90]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[92][93][94][95][96][97][98]

Winds

High winds, rain, and snow - our dynamic weather system has you covered![99]

Wind will influence the speed and direction that ships travel on the open sea (non-coastal areas of the map).[100][101]

  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[101]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[101]Steven Sharif

Tides

Waves on a beach by Michael Bacon.[102]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[103]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[104]

  • There won't be nodes underwater or in the water.[5]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[106]

Artwork

Community guides

See also

References

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