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Towns
A town is the fourth stage of node advancement.[3]
When a Village becomes a Town, there are even more permanent structures, and a continued established local government. The development area feels well lived-in and developed at this point. Societies and Organizations begin to patronize the Town with ranking structures for players to participate in.[4] – Margaret Krohn
Node advancement
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[4][6]
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[7]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[8]
- The more advanced the node is, the larger its ZOI becomes.[3]
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[9]
- The vassal system begins when a node hits Village (scena 3), but neighboring nodes starting from Expedition (scena 1) also block the growth of their immediate neighbors.[10][11]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[12]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[13]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[14]
- The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[13] – Steven Sharif
- Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[14] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[9]
- Node experience gain opportunities will be equitable across the four node types.[16]
- Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[17] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[18][4]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[18][19]
- Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[18]
- NPCs will begin construction activities.[18]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[18]
- The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[4] – Margaret Krohn
Node development
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
- Environment (biome) and location of the node.[23][21][22]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[24]
- 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
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[25][26][21][4][22][27][28]
- 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
Player housing
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Apartments | Instanced.[3] | Village stage and higher.[32] | 50.[33] | One per character per server.[34] |
Freeholds | Open world.[3] | Village stage and higher.[3] | Low thousands per server.[35][36] | One per account.[34] |
Inns | Instanced.[37] | Starting areas and Nodes.[38] | Most accessible.[38] | - |
Static housing | In-node.[3] | Village stage and higher.[3] | 8.[33] | One per character per server.[34] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[39] – Steven Sharif
Real estate
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[40][41][42][43][3]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[44] Currently freeholds may be acquired via auction.[35][45][46][47][48][49]
- Housing will have a base price that scales with the number of citizens in the node.[50]
- There is no cap on the price of player-originated housing sales.[51]
- In-node housing will be at a premium, and is expected to be hotly contested.[3]
- The more apartments that have been purchased in a node, the higher the price scales.[52]
- Player housing that is destroyed during a node siege can no longer be sold.[53]
- Freehold plots may be purchased from and sold to other players,[40][54] or can be obtained via deeds issued by a Village (scena 3) or higher node.[35][45][46][47][48][49][55][56]
- We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[54] – Steven Sharif
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[50]
- Players will not be able to exceed their allotment of housing in the game.[60]
- Rental and leasing concepts are under consideration.[60]
Housing benefits
Player housing offers a number of benefits.[41][61]
- Ability to claim citizenship to a node.[62][63][43]
- Additional benefits are granted to home owners who are also citizens of that node.[51]
- Ability to place furniture and other decor items.[64][65][66]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[67]
- Each size of player-owned housing determines how many decor items can be placed in it.[41]
- Storage containers.[66][61]
Each different type of housing offers different additional benefits.[51]
- Apartment benefits include placement of pots to grow seeds and other functional furniture items.[68]
- Freehold benefits include the ability to place business and artisan buildings.[48][65][61]
- Static housing benefits include garden sections for farming special types of crops.[69][70][65]
- Players may grow crops in the garden sections of freeholds or static houses.[68][70][65][71]
- Crafting benches are available in freeholds and static houses but not apartments.[68][65][61]
- Prized items can be displayed within a house.[61]
- Achievements and trophies may be displayed.[61]
- Social activities.[61]
- Housing may provide proximity based bonuses.[61]
Caravans
Caravans are vehicles that facilitate the transfer of cargo across Verra.[75][76][77][78][79][80][81][82][83]
- Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[84] – Steven Sharif
- Personal caravans are used to transport cargo for one or more players.[79][80][81]
- Mayoral caravans are used by Mayors to transfer cargo between nodes with established trade agreements or alliances.[77][78]
- Caravans are initiated from and arrive at caravansary node buildings within Village (scena 3) nodes and above.[85][79][86][87]
- Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or opt-out of.[88][89][90][91]
- PvE caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[92][29]
- It is possible to launch decoy caravans and merchant ships, but there are visual hints of what is contained in a caravan.[93][94][95] Decoy crates may be available via social organization progression.[93]
Node sieges
Node sieges enable players to destroy nodes starting at Village (scena 3).[4] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[6]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[6]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[97]
- Death penalties do not apply to objective-based events such as node sieges.[98]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![99] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[100]
Trophy park
Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[101]
- Server announcements and achievements are designed to encourage groups to experience new content.[101]
Monster coin events
Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[102]
Artwork
See also
References
- ↑ Transmisja na żywo, 2019-10-31 (42:34).
- ↑ ArtStation - Ryan Richmond.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Node series part II – the Metropolis.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Video, 2024-02-29 (33:57).
- ↑ 6.0 6.1 6.2 A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 9.0 9.1 Transmisja na żywo, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ Transmisja na żywo, 2024-02-29 (53:58).
- ↑ 13.0 13.1 Wywiad, 2020-07-18 (10:04).
- ↑ 14.0 14.1 Wywiad, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisja na żywo, 2021-09-24 (1:21:23).
- ↑ 17.0 17.1 Transmisja na żywo, 2017-05-26 (28:16).
- ↑ 18.0 18.1 18.2 18.3 18.4 Transmisja na żywo, 2022-10-14 (55:13).
- ↑ Transmisja na żywo, 2017-11-17 (55:27).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 21.0 21.1 21.2 Transmisja na żywo, 2020-10-30 (39:17).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 Transmisja na żywo, 2018-09-27 (53:06).
- ↑ 23.0 23.1 Transmisja na żywo, 2022-02-25 (41:00).
- ↑ 24.0 24.1 Transmisja na żywo, 2021-02-26 (1:12:18).
- ↑ Transmisja na żywo, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Wywiad, 2018-05-11 (54:34).
- ↑ Transmisja na żywo, 2017-05-26 (21:23).
- ↑ 29.0 29.1 Podcast, 2021-04-11 (23:36).
- ↑ 30.0 30.1 Wywiad, 2018-05-11 (47:27).
- ↑ 31.0 31.1 Transmisja na żywo, 2022-07-29 (1:13:09).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 33.0 33.1
- ↑ 34.0 34.1 34.2 Wywiad, 2018-05-11 (50:47).
- ↑ 35.0 35.1 35.2 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Transmisja na żywo, 2023-08-31 (22:32).
- ↑ 38.0 38.1 Transmisja na żywo, 2023-08-31 (15:51).
- ↑ Transmisja na żywo, 2023-08-31 (18:13).
- ↑ 40.0 40.1
- ↑ 41.0 41.1 41.2 41.3 Transmisja na żywo, 2020-06-26 (47:32).
- ↑ Transmisja na żywo, 2020-06-26 (54:03).
- ↑ 43.0 43.1 MMOGames interview, January 2017
- ↑ 44.0 44.1 44.2 44.3 Transmisja na żywo, 2017-05-12 (55:01).
- ↑ 45.0 45.1 Transmisja na żywo, 2023-06-30 (1:12:07).
- ↑ 46.0 46.1 Transmisja na żywo, 2023-06-30 (14:09).
- ↑ 47.0 47.1 Transmisja na żywo, 2023-06-30 (13:10).
- ↑ 48.0 48.1 48.2 Development Update with Freehold Preview.
- ↑ 49.0 49.1 Video, 2023-06-30 (21:22).
- ↑ 50.0 50.1 Transmisja na żywo, 2020-06-26 (53:41).
- ↑ 51.0 51.1 51.2 Wywiad, 2020-07-08 (33:34).
- ↑ Transmisja na żywo, 2017-05-12 (52:01).
- ↑ Transmisja na żywo, 2020-06-26 (1:02:12).
- ↑ 54.0 54.1 Transmisja na żywo, 2023-06-30 (1:15:34).
- ↑
- ↑ Transmisja na żywo, 2017-05-19 (32:23).
- ↑
- ↑ Transmisja na żywo, 2020-06-26 (56:08).
- ↑ Transmisja na żywo, 2023-06-30 (1:20:20).
- ↑ 60.0 60.1 Transmisja na żywo, 2019-05-30 (1:23:41).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 61.6 61.7 Transmisja na żywo, 2017-05-10 (30:53).
- ↑ Wywiad, 2023-07-09 (38:14).
- ↑
- ↑ Wywiad, 2020-07-08 (40:20).
- ↑ 65.0 65.1 65.2 65.3 65.4 Transmisja na żywo, 2020-06-26 (45:32).
- ↑ 66.0 66.1 66.2 66.3 Video, 2020-05-31 (47:32).
- ↑ Transmisja na żywo, 2020-06-26 (53:20).
- ↑ 68.0 68.1 68.2 Wywiad, 2023-07-09 (41:22).
- ↑ Wywiad, 2021-02-07 (42:41).
- ↑ 70.0 70.1 Transmisja na żywo, 2020-10-30 (44:22).
- ↑ Transmisja na żywo, 2017-05-05 (32:11).
- ↑ Video, 2024-01-31 (29:15).
- ↑ Newsletter - January 2024.
- ↑ Video, 2024-01-31 (5:22).
- ↑ Transmisja na żywo, 2023-10-31 (1:30:52).
- ↑ Transmisja na żywo, 2023-10-31 (1:06:32).
- ↑ 77.0 77.1 Transmisja na żywo, 2023-08-31 (2:10:23).
- ↑ 78.0 78.1 Video, 2019-07-15 (2:12).
- ↑ 79.0 79.1 79.2 Transmisja na żywo, 2022-08-26 (1:20:17).
- ↑ 80.0 80.1 Transmisja na żywo, 2022-07-29 (3:21).
- ↑ 81.0 81.1 Wywiad, 2018-05-11 (28:21).
- ↑ Transmisja na żywo, 2017-05-15 (45:20).
- ↑ About Ashes of Creation.
- ↑ Transmisja na żywo, 2024-01-31 (57:26).
- ↑ Video, 2023-10-31 (10:13).
- ↑ Transmisja na żywo, 2020-05-29 (46:36).
- ↑ Transmisja na żywo, 2017-07-28 (20:56).
- ↑ Wywiad, 2020-03-27 (16:19).
- ↑
- ↑ Transmisja na żywo, 2017-05-22 (40:40).
- ↑
- ↑ Video, 2023-10-31 (34:12).
- ↑ 93.0 93.1 Transmisja na żywo, 2024-01-31 (1:15:05).
- ↑ Video, 2023-10-31 (29:36).
- ↑ Transmisja na żywo, 2021-01-29 (1:25:14).
- ↑ Video, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ Transmisja na żywo, 2020-12-22 (1:13:51).
- ↑ Video, 2017-04-30 (5:31).
- ↑ Transmisja na żywo, 2022-01-28 (17:50).
- ↑ 101.0 101.1 Podcast, 2018-08-04 (1:35:58).
- ↑ Transmisja na żywo, 2017-05-03 (36:25).