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Villages: Różnice pomiędzy wersjami
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− | [[File:stage3-village.png|thumb|450px|[[Nodes|Node]] at [[Villages|village]] stage. | + | [[File:stage3-village.png|thumb|450px|[[Nodes|Node]] at [[Villages|village]] stage.{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II – the Metropolis.]}}]] |
A [[Villages|village]] is the third stage of [[Nodes|node]] [[Node advancement|advancement]].{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II – the Metropolis.]}} | A [[Villages|village]] is the third stage of [[Nodes|node]] [[Node advancement|advancement]].{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II – the Metropolis.]}} |
Wersja z 02:10, 13 maj 2018
A village is the third stage of node advancement.[1]
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.[3][4]
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.[5]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[6]
- The more advanced the node is, the larger its ZOI becomes.[7]
- 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.[8]
- 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.[9][10]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[11]
- 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.[12]
- 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.[13]
- 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.[12] – 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.[13] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[8]
- Node experience gain opportunities will be equitable across the four node types.[15]
- 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.[16] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[17][3]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[17][18]
- 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.[17]
- NPCs will begin construction activities.[17]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[17]
- 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.[3] – Margaret Krohn
Buildings
Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[7]
- Node buildings are either default buildings that come with the node, or they are constructed buildings that are initiated by the mayor and built by players.[21][22][23][24][25][26][27]
- Freehold buildings that are placed on freehold plots function as homesteads, artisan and businesses buildings.[28][29][30][7][31]
Player housing
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Apartments | Instanced.[7] | Village stage and higher.[32] | 50.[33] | One per character per server.[34] |
Freeholds | Open world.[7] | Village stage and higher.[7] | Low thousands per server.[28][35] | One per account.[34] |
Inns | Instanced.[36] | Starting areas and Nodes.[37] | Most accessible.[37] | - |
Static housing | In-node.[7] | Village stage and higher.[7] | 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.[38] – Steven Sharif
Real estate
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[39][40][41][42][7]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[43] Currently freeholds may be acquired via auction.[28][44][45][46][29][47]
- Housing will have a base price that scales with the number of citizens in the node.[48]
- There is no cap on the price of player-originated housing sales.[49]
- In-node housing will be at a premium, and is expected to be hotly contested.[7]
- The more apartments that have been purchased in a node, the higher the price scales.[50]
- Player housing that is destroyed during a node siege can no longer be sold.[51]
- Freehold plots may be purchased from and sold to other players,[39][52] or can be obtained via deeds issued by a Village (scena 3) or higher node.[28][44][45][46][29][47][53][54]
- 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.[52] – 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".[48]
- Players will not be able to exceed their allotment of housing in the game.[58]
- Rental and leasing concepts are under consideration.[58]
Housing benefits
Player housing offers a number of benefits.[40][59]
- Ability to claim citizenship to a node.[60][61][42]
- Additional benefits are granted to home owners who are also citizens of that node.[49]
- Ability to place furniture and other decor items.[62][63][64]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[65]
- Each size of player-owned housing determines how many decor items can be placed in it.[40]
- Storage containers.[64][59]
Each different type of housing offers different additional benefits.[49]
- Apartment benefits include placement of pots to grow seeds and other functional furniture items.[66]
- Freehold benefits include the ability to place business and artisan buildings.[29][63][59]
- Static housing benefits include garden sections for farming special types of crops.[67][68][63]
- Players may grow crops in the garden sections of freeholds or static houses.[66][68][63][69]
- Crafting benches are available in freeholds and static houses but not apartments.[66][63][59]
- Prized items can be displayed within a house.[59]
- Achievements and trophies may be displayed.[59]
- Social activities.[59]
- Housing may provide proximity based bonuses.[59]
Caravans
Caravans are vehicles that facilitate the transfer of cargo across Verra.[73][74][75][76][77][78][79][80][81]
- 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.[82] – Steven Sharif
- Personal caravans are used to transport cargo for one or more players.[77][78][79]
- Mayoral caravans are used by Mayors to transfer cargo between nodes with established trade agreements or alliances.[75][76]
- Caravans are initiated from and arrive at caravansary node buildings within Village (scena 3) nodes and above.[83][77][84][85]
- Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or opt-out of.[86][87][88][89]
- PvE caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[90][91]
- It is possible to launch decoy caravans and merchant ships, but there are visual hints of what is contained in a caravan.[92][93][94] Decoy crates may be available via social organization progression.[92]
Node sieges
Node sieges enable players to destroy nodes starting at Village (scena 3).[3] 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.[4]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[4]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[96]
- Death penalties do not apply to objective-based events such as node sieges.[97]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![98] – 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.[99]
See also
References
- ↑ 1.0 1.1 Node series part II – the Metropolis.]
- ↑ Video, 2024-02-29 (33:57).
- ↑ 3.0 3.1 3.2 3.3 3.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 4.0 4.1 4.2 A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 Node series part II – the Metropolis.
- ↑ 8.0 8.1 Transmisja na żywo, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ Transmisja na żywo, 2024-02-29 (53:58).
- ↑ 12.0 12.1 Wywiad, 2020-07-18 (10:04).
- ↑ 13.0 13.1 Wywiad, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisja na żywo, 2021-09-24 (1:21:23).
- ↑ 16.0 16.1 Transmisja na żywo, 2017-05-26 (28:16).
- ↑ 17.0 17.1 17.2 17.3 17.4 Transmisja na żywo, 2022-10-14 (55:13).
- ↑ Transmisja na żywo, 2017-11-17 (55:27).
- ↑ Blog: Creative Director's Letter
- ↑ Transmisja na żywo, 2020-01-30 (1:01:59).
- ↑ Blog: Development Update with Village Node.
- ↑ Transmisja na żywo, 2023-08-31 (50:25).
- ↑ Video, 2023-08-31 (2:59).
- ↑ Wywiad, 2023-07-09 (1:32:45).
- ↑ Transmisja na żywo, 2017-05-19 (33:57).
- ↑ Transmisja na żywo, 2018-01-20 (38:17).
- ↑ Transmisja na żywo, 2018-04-8 (PM) (51:49).
- ↑ 28.0 28.1 28.2 28.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 29.0 29.1 29.2 29.3 Development Update with Freehold Preview.
- ↑ Transmisja na żywo, 2023-04-07 (31:49).
- ↑ Transmisja na żywo, 2017-05-24 (9:58).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 33.0 33.1
- ↑ 34.0 34.1 34.2 Wywiad, 2018-05-11 (50:47).
- ↑
- ↑ Transmisja na żywo, 2023-08-31 (22:32).
- ↑ 37.0 37.1 Transmisja na żywo, 2023-08-31 (15:51).
- ↑ Transmisja na żywo, 2023-08-31 (18:13).
- ↑ 39.0 39.1
- ↑ 40.0 40.1 40.2 40.3 Transmisja na żywo, 2020-06-26 (47:32).
- ↑ Transmisja na żywo, 2020-06-26 (54:03).
- ↑ 42.0 42.1 MMOGames interview, January 2017
- ↑ 43.0 43.1 43.2 43.3 Transmisja na żywo, 2017-05-12 (55:01).
- ↑ 44.0 44.1 Transmisja na żywo, 2023-06-30 (1:12:07).
- ↑ 45.0 45.1 Transmisja na żywo, 2023-06-30 (14:09).
- ↑ 46.0 46.1 Transmisja na żywo, 2023-06-30 (13:10).
- ↑ 47.0 47.1 Video, 2023-06-30 (21:22).
- ↑ 48.0 48.1 Transmisja na żywo, 2020-06-26 (53:41).
- ↑ 49.0 49.1 49.2 Wywiad, 2020-07-08 (33:34).
- ↑ Transmisja na żywo, 2017-05-12 (52:01).
- ↑ Transmisja na żywo, 2020-06-26 (1:02:12).
- ↑ 52.0 52.1 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).
- ↑ 58.0 58.1 Transmisja na żywo, 2019-05-30 (1:23:41).
- ↑ 59.0 59.1 59.2 59.3 59.4 59.5 59.6 59.7 Transmisja na żywo, 2017-05-10 (30:53).
- ↑ Wywiad, 2023-07-09 (38:14).
- ↑
- ↑ Wywiad, 2020-07-08 (40:20).
- ↑ 63.0 63.1 63.2 63.3 63.4 Transmisja na żywo, 2020-06-26 (45:32).
- ↑ 64.0 64.1 64.2 64.3 Video, 2020-05-31 (47:32).
- ↑ Transmisja na żywo, 2020-06-26 (53:20).
- ↑ 66.0 66.1 66.2 Wywiad, 2023-07-09 (41:22).
- ↑ Wywiad, 2021-02-07 (42:41).
- ↑ 68.0 68.1 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).
- ↑ 75.0 75.1 Transmisja na żywo, 2023-08-31 (2:10:23).
- ↑ 76.0 76.1 Video, 2019-07-15 (2:12).
- ↑ 77.0 77.1 77.2 Transmisja na żywo, 2022-08-26 (1:20:17).
- ↑ 78.0 78.1 Transmisja na żywo, 2022-07-29 (3:21).
- ↑ 79.0 79.1 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).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 92.0 92.1 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).