Area: Difference between revisions

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{{distinguish|Area of effect|Area damage|Map}}
{{distinguish|Area of effect|Area damage|Map}}


'''Area''' serves as generic term to describe any separately loaded zone in the game. Areas have various attributes and rule sets attributed them depending on the type of the area.
'''Area''' serves as generic term to describe any separately loaded zone in the game. Areas have various attributes and rule sets attributed them depending on the type of the area. Using the rules of the specific area the game creates a randomized time-limited '''instance''' of an area which can be played by the [[character]].


==Overview==
==Mechanics==
 
Areas are considered each separately loaded zone in the game with a specific set of attributes and rules. Those attributes can be thought of as a plan on how to create a specific zone.
 
An area may have multiple layout versions defined that are used to create the randomized instances. The layouts dictate specific features of an instance, so that for the example the [[waypoint]], exits and specific features such as quest objectives are always located in roughly the same positions. As an example, on [[the Ledge]] area in [[Act 1]] there will always be a 3 stones next to the waypoint showing which of the 2 directions to take to get to the exit towards [[the Climb]].
The individual pieces used create the actual graphical looks are often refereed to as [[tileset]] collectively. These individual pieces (such as walls, doorways, rivers etc) are designed by hand and are non-randomized themselves, however they are put together semi-randomly to form a coherent zone according to the layout. This allows a high level of variation in each instance while using the same building blocks ("tiles").
 
Once the tiles have been generated, the instance will be filled with objects according to the area rules. Specific flags on the area will change the behavior drastically - a [[town]] will never contain any monsters, a [[map]] will grant additional life and damage scaling to the monsters depending on the [[map tier]], etc. Similar to [[item]]s maps use a hidden [[tag]] system that sets certain attribute that govern which modifiers, monsters and other objects can be placed inside the instance and their likelihood.
In addition, each area has a default level associated with it which is used both to determine what [[monster]]s, [[strongboxes]], [[modifier]]s and other objects are allowed, but also sets the level of any object within the area. So for example, a level 60 area will also contain level 60 [[strongboxes]] and [[monster]]s (note that this includes rare and unique monsters. These drop higher level items, but are not a higher level themselves; a 60 map will still have a 60 unique monster, it just happens to drop level 62 items). The level may be overridden, for example by [[delve|delving deeper]], [[Shaped map|shaping a map]] or using a [[watchstone]].
 
Map rules also include settings such as the spawn chance for league-related objects or [[master]]s. Generally this is streamlined to a specific number for most areas, but may be fine-tuned in specific areas to balance around the size of the area. Small areas may have a lower chance as a result. Some areas may also have it disabled entirely (such as [[town]]s or [[hideout]]s).
 
Areas can be connected to each other allowing [[character]]s to pass from one area to another. Most of the story areas throughout the [[act]]s are connected in some fashion to each other which can be seen on the [[world screen]]. Areas also have a parent area which is used to determine where the [[character]] respaws after death. Usually this is the most recent [[town]] area.
 
===Instances===
 
As mentioned above, an instance is a specific, randomly generated zone using the rules defined by the area. They hold the current state of the zone, so whenever an item is dropped or a monster is killed that will be saved within the instance.
 
The game automatically creates an instance when a player tries to join an area with the region based on the player's realm choice. If there is an existing instance already created by the player or any party members that that will be joined instead.
 
Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in acts, but much longer for instances created from the map device). The instance is destroyed after the time elapses, along with the items and monsters inside the instance.
 
When entering an area, holding CTRL displays existing instances of the area, and allows the player to create a new instance. The latter can be used to "reset" an area and start it again with a new layout, set of monsters, etc.
 
Most instances can hold up to six players at once, with the exception of towns which can hold many more.
 
==Overview of areas==
Friendly areas:
Friendly areas:
* [[Town]]s
* [[Town]]s
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* [[Map]]s
* [[Map]]s
* [[Mission areas]]
* [[Mission areas]]
==Instances==
An instance is a specific, randomly generated copy of an area. Every instance has a distinct layout, and most instances have a distinct set of [[monster]]s. Most instances can hold up to six players at once, with the exception of [[town]]s which can hold many more.
The game automatically creates an instance when a player tries to join an area with the region based on the player's [[realm]] choice. If there is an existing instance already created by the player or any [[party]] members that that will be joined instead.
Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in [[act]]s, but much longer for instances created from the [[map device]]). The instance is destroyed after the time elapses, along with the items and monsters inside the instance.
When entering an area, holding <code>CTRL</code> displays existing instances of the area, and allows the player to create a new instance. The latter can be used to "reset" an area and start it again with a new layout, set of monsters, etc.
==Area level ==
Area level determine the level of the monsters, and in turn determine the loot drop (There are other method to increase monster level such as {{il|Misinformation}}). By normal mean, the maximum area level is 84 at {{il|The Shaper's Realm}} (or entering [[Corrupted Area]] from T16 map), while from normal map the maximum area level is 83 in T16 Maps.
==Attributes==
{{Out of date|section}}
Areas have a number of attributes associated with them, though certain subsets of areas may have the same attributes and not all of these are explicitly visible in the game:
<!-- Editors: The list below is oriented on the game data tables.  -->
* Name - The name of the area itself. Multiple areas may share the same name.
* Id - Unique id for the area.
* Difficulty - the associated [[difficulty]] of the area
* Act - the associated [[act]] of the area; note that all areas have an [[act]] associated, even if they can not directly be accessed through that act.
* Connections - other areas the area is connected to. Generally this means that they have a direct option to progress to another from the given area; most commonly this can be seen on the "layout" of in game area map where areas are connected to each other.
* Area level - the level of the area, this is used for entity generation purposes, so for example a level 60 area will produce level 60 [[monster]]s, level 60 chest, level 60 [[strongbox]]es, have randomly generated [[modifier]]s that require at least level 60, etc
* Player level restrictions - used to restrict entry to players that exceed the maximum or are below the minimum. For example, the [[Sarn Arena]] has a maximum level of 40 and 60 in normal and cruel difficulty respectively
* Modifiers - areas can have [[modifier]]s applied. Some areas may have inherent (implicit) modifiers, while others may receive randomly generated [[modifier]]s or receive them from other sources like [[league]]s and [[Zana]]'s [[map device]], [[map]] items, etc.
* Unique Monsters - areas may contain a list of unique [[monsters]]
* Flags - Areas have have special flags set to distinguish them from each other, in particular
** town - the area is a [[town]], meaning that you can't use skills or flasks
** hideout - the area is a [[hideout]]; players can use skills and flasks inside them
** doodad - the area can have [[decoration]]s placed by the player
** waypoint - the area contains a [[waypoint]]
** map - the area is a [[map]] (which enables certain special rule sets)
* Tags - a hidden mechanism used in determining which monsters or certain modifiers can spawn
* topologies and environments - which dictate things like the area's background music
* parent area - determines in which area you spawn in if you die; for example, dying in Merciless [[Twilight Strand]] has Cruel [[Highgate]] as respawn area defined.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Areas]]

Revision as of 21:15, 4 April 2020

Not to be confused with Area of effect, Area damage, or Map.

Area serves as generic term to describe any separately loaded zone in the game. Areas have various attributes and rule sets attributed them depending on the type of the area. Using the rules of the specific area the game creates a randomized time-limited instance of an area which can be played by the character.

Mechanics

Areas are considered each separately loaded zone in the game with a specific set of attributes and rules. Those attributes can be thought of as a plan on how to create a specific zone.

An area may have multiple layout versions defined that are used to create the randomized instances. The layouts dictate specific features of an instance, so that for the example the waypoint, exits and specific features such as quest objectives are always located in roughly the same positions. As an example, on the Ledge area in Act 1 there will always be a 3 stones next to the waypoint showing which of the 2 directions to take to get to the exit towards the Climb.

The individual pieces used create the actual graphical looks are often refereed to as tileset collectively. These individual pieces (such as walls, doorways, rivers etc) are designed by hand and are non-randomized themselves, however they are put together semi-randomly to form a coherent zone according to the layout. This allows a high level of variation in each instance while using the same building blocks ("tiles").

Once the tiles have been generated, the instance will be filled with objects according to the area rules. Specific flags on the area will change the behavior drastically - a town will never contain any monsters, a map will grant additional life and damage scaling to the monsters depending on the map tier, etc. Similar to items maps use a hidden tag system that sets certain attribute that govern which modifiers, monsters and other objects can be placed inside the instance and their likelihood. In addition, each area has a default level associated with it which is used both to determine what monsters, strongboxes, modifiers and other objects are allowed, but also sets the level of any object within the area. So for example, a level 60 area will also contain level 60 strongboxes and monsters (note that this includes rare and unique monsters. These drop higher level items, but are not a higher level themselves; a 60 map will still have a 60 unique monster, it just happens to drop level 62 items). The level may be overridden, for example by delving deeper, shaping a map or using a watchstone.

Map rules also include settings such as the spawn chance for league-related objects or masters. Generally this is streamlined to a specific number for most areas, but may be fine-tuned in specific areas to balance around the size of the area. Small areas may have a lower chance as a result. Some areas may also have it disabled entirely (such as towns or hideouts).

Areas can be connected to each other allowing characters to pass from one area to another. Most of the story areas throughout the acts are connected in some fashion to each other which can be seen on the world screen. Areas also have a parent area which is used to determine where the character respaws after death. Usually this is the most recent town area.

Instances

As mentioned above, an instance is a specific, randomly generated zone using the rules defined by the area. They hold the current state of the zone, so whenever an item is dropped or a monster is killed that will be saved within the instance.

The game automatically creates an instance when a player tries to join an area with the region based on the player's realm choice. If there is an existing instance already created by the player or any party members that that will be joined instead.

Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in acts, but much longer for instances created from the map device). The instance is destroyed after the time elapses, along with the items and monsters inside the instance.

When entering an area, holding CTRL displays existing instances of the area, and allows the player to create a new instance. The latter can be used to "reset" an area and start it again with a new layout, set of monsters, etc.

Most instances can hold up to six players at once, with the exception of towns which can hold many more.

Overview of areas

Friendly areas:

Hostile areas: