Node buildings

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Template:Node buildings

Unique node buildings

Each node type has a unique service building associated with it that can be activated at Village (scena 3) of node advancement.[2] The unique building plays a central role in the progress of civilization for a server.[3]

Constructible node buildings

Alpha-2 Service buildings.[4][5]

The important thing with the service building system for us is that it's a way to shape your node like a character; and to give you an exclusive niche that you can carve out in the world; or a niche that you fight over. If you go down this weaponsmithing path and you build your node to be this mecca of weaponsmithing and the node three doors down builds it, there's reason for you to conflict over it. They're taking your business. Or maybe you are in a zone and there isn't a weaponsmithing thing anywhere near you, and you do want to start to carve that path for yourself to make your node a place people visit and come to.[5]Chris Justo

Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[4][5][6][7][8][9][10] Service buildings are further broken down into two main types:[4][5]

Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[2]Chris Justo

Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[4][5]

  • Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[11][8]

Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[4][14]

Building destruction

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[13][16]

  • This applies to buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges.[17][18]
    • There will be ways to repair destructible structures and also repair (or re-craft) siege weapons that were damaged during sieges.[18]
  • The terrain itself is not destructible.[17]

Node layout and style

Racial architecture of the same Village (scena 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Bez umowy NDA zrzut ekranu.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[19]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[20]Margaret Krohn

Node layout and style is determined by several factors:[21][22]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[23]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[24]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[22]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[30]Steven Sharif
  • The rest is determined by the node's mayor.[22]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[31]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[31]Steven Sharif

Racial influences

Alpha-1 Village node layout.[32]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[25]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[25][33][20]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[34]Steven Sharif

See also

References

  1. Transmisja na żywo, 2018-09-01 (36:28).
  2. 2.0 2.1 Transmisja na żywo, 2023-08-31 (56:18).
  3. Know Your Nodes: Economic Node Type.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Blog: Development Update with Village Node.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Transmisja na żywo, 2023-08-31 (50:25).
  6. Video, 2023-08-31 (2:59).
  7. Wywiad, 2023-07-09 (1:32:45).
  8. 8.0 8.1 Transmisja na żywo, 2017-05-19 (33:57).
  9. Transmisja na żywo, 2018-01-20 (38:17).
  10. Transmisja na żywo, 2018-04-8 (PM) (51:49).
  11. Transmisja na żywo, 2023-08-31 (52:56).
  12. Video, 2023-08-31 (34:37).
  13. 13.0 13.1 Transmisja na żywo, 2022-03-31 (1:13:00).
  14. Transmisja na żywo, 2023-08-31 (57:23).
  15. Video, 2021-05-28 (23:45).
  16. Transmisja na żywo, 2019-06-28 (31:15).
  17. 17.0 17.1 Transmisja na żywo, 2023-03-31 (1:33:05).
  18. 18.0 18.1 Transmisja na żywo, 2021-05-28 (1:04:29).
  19. Blog - Know Your Nodes - The Basics.
  20. 20.0 20.1 20.2 20.3 Blog - Know Your Nodes - Advance and Destroy.
  21. 21.0 21.1 21.2 Transmisja na żywo, 2020-10-30 (39:17).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 Transmisja na żywo, 2018-09-27 (53:06).
  23. 23.0 23.1 Transmisja na żywo, 2022-02-25 (41:00).
  24. 24.0 24.1 Transmisja na żywo, 2021-02-26 (1:12:18).
  25. 25.0 25.1 25.2 25.3 25.4 Transmisja na żywo, 2022-03-31 (4:57).
  26. Podcast, 2021-04-11 (29:47).
  27. Wywiad, 2018-05-11 (54:34).
  28. Transmisja na żywo, 2017-05-26 (21:23).
  29. Podcast, 2021-04-11 (23:36).
  30. 30.0 30.1 Wywiad, 2018-05-11 (47:27).
  31. 31.0 31.1 Transmisja na żywo, 2022-07-29 (1:13:09).
  32. Transmisja na żywo, 2020-06-26 (45:32).
  33. 33.0 33.1 Wywiad, 2021-02-07 (33:00).
  34. 34.0 34.1 Wywiad, 2018-05-11 (1:00:19).