Towns

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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

節點發展

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[5] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[6]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[4][7]

隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[4]Margaret Krohn

隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級[8]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[10][11]

  • 遊戲的領土擴張算法會考量最鄰近的海岸、相鄰節點、以及過去數週或一個月周邊地區玩家的熱圖。[12]
    • 此算法計算領土 (影響區域) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。[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

  • 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[5]
  • 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[14]
  • 某節點的公民仍可以協助其他節點發展。[15]
  • 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物[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.[16]Steven Sharif

附庸節點

Vassal node structure.[17]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[17]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[6][11]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) can control up to two

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) nodes. A

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) can control one

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) and one

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node. A

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) can control an

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) or an

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1). If the

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) gets destroyed through a siege, its dependant

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) and

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) nodes are also destroyed.[17]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[18]Steven Sharif
  • Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[19][20]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[20]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[22]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[10][11]

    • Vassal nodes first apply any experience earned to their own deficit (see 節點衰退). It then applies excess experience earned to its parent node.[4]
    • If the parent node advances, the vassal is once again able to advance.[6]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[22][6]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[4]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[22]Steven Sharif
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[6]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[6]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[6]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[4]Margaret Krohn

節點佈局與風格

⧼{{{2}}}⧽]] (階段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

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.[6]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.[4]Margaret Krohn

節點佈局與風格 is determined by several factors:[23][24]

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.[25]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.[26]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.[24]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.[32]Steven Sharif
  • The rest is determined by the node's mayor.[24]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[33]
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.[33]Steven Sharif

種族影響

Alpha-1 村莊 node layout.[34]

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.[27]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[27][35][4]

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.[36]Steven Sharif

NPC 種族互動

Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[38]Steven Sharif

玩家房屋

玩家房屋 種類 解鎖條件 起始數目 擁有限制
公寓 獨立區域[3] 村莊階段及以上[39] 5[40] 伺服器每名角色一間[41]
個人土地房 開放世界[3] 村莊階段及以上[3] 充足'[40] 每個帳號一座[41]
固定房屋 節點內[3] 村莊階段及以上[3] 8[40] 伺服器每名角色一間[41]

房地產

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[42][43][44][45][3]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[46] Currently freeholds may be acquired via auction.[47][48][49][50][51][52]
    • A grace period will occur before the housing becomes available for auction.[46]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[46]
    • At the end of the auction, the highest bidder will win the house.[46]
  • Housing will have a base price that scales with the number of citizens in the node.[53]
    • There is no cap on the price of player-originated housing sales.[54]
    • 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.[55]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[47][48][49][50][51][52][58][59]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[60]
    • Previously it was stated that freeholds may not be sold to other players.[43][61]
    • Players cannot be denied from buying a freehold.[62]
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.[57]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".[53]
  • Players will not be able to exceed their allotment of housing in the game.[63]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Rental and leasing concepts are under consideration.[63]

Housing benefits

玩家房屋有許多好處,[43][64] 而不同種類將有不同好處。[54]

  • 可申請成為該節點公民[65]
    • 同時為節點公民的屋主可擁得額外好處。[54]
  • 可擺放家具及其他裝飾物品[66][34][67]
    • 剛購買時房屋將空空如也. 玩家需要自行擺放家具和裝飾品。Players will need to place furnishings and decorations in them.[68]
    • 可擺放的裝飾品數量將取決於房屋的大小。[43]
  • 儲物箱。[67][64]
    • 儲物箱需要透過製造取得。不同種類的房屋將設有儲物箱的品質限制。[67]
    • 儲物箱品質愈高,儲存量愈高。[67]
  • 製造台,可製造家具等物品。[34][64]
  • 展示獎品。[64]
  • 展示成就和戰利品 (未定)。[64]
  • 社交活動。[64]
  • 身處房屋附近時,可獲取額外獎勵 (未定)。[64]

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[70]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[70]

  • 商隊可用於運輸多個玩家的貨物。[74]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[76]

節點戰

節點戰 (Pre-alpha footage).[77]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[4]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 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.[7]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[7]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[78]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![79]Steven Sharif

戰利品公園

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

戰利品公園 is an area within Town, City or 大都會 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.[81]

  • Server announcements and achievements are designed to encourage groups to experience new content.[81]

Monster coin events

Elite monster coin events occur for nodes that exist between the 村莊 and 大都會 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.[82]

视觉效果

其他

引用

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  3. 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. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Blog - Know Your Nodes - Advance and Destroy.
  5. 5.0 5.1 5.2 直播, 2017-10-16 (50:20).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Blog - Know Your Nodes - The Basics.
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  8. 影片, 2017-04-20 (0:02).
  9. Npc vending.jpg
  10. 10.0 10.1 steven-quote-neighboring-nodes.png
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  15. node xp.png
  16. 16.0 16.1 直播, 2017-05-26 (28:16).
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  19. 直播, 2023-08-31 (52:56).
  20. 20.0 20.1 直播, 2022-08-26 (1:04:35).
  21. steven-stream-clarifications-august-2022.png
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  39. Steven Sharif - Clarification points from today’s stream.
  40. 40.0 40.1 40.2 steven-housing-numbers.png
  41. 41.0 41.1 41.2 訪談, 2018-05-11 (50:47).
  42. 42.0 42.1 steven-selling-freeholds.png
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  45. MMOGames interview, January 2017
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  56. 直播, 2020-06-26 (1:02:12).
  57. 57.0 57.1 直播, 2023-06-30 (1:15:34).
  58. stevenclarification.png
  59. 直播, 2017-05-19 (32:23).
  60. steven-freehold-sales.png
  61. 直播, 2020-06-26 (56:08).
  62. 直播, 2023-06-30 (1:20:20).
  63. 63.0 63.1 直播, 2019-05-30 (1:23:41).
  64. 64.0 64.1 64.2 64.3 64.4 64.5 64.6 直播, 2017-05-10 (30:53).
  65. Citizenship.png
  66. 訪談, 2020-07-08 (40:20).
  67. 67.0 67.1 67.2 67.3 影片, 2020-05-31 (47:32).
  68. 直播, 2020-06-26 (53:20).
  69. 直播, 2020-05-29 (1:03:35).
  70. 70.0 70.1 About Ashes of Creation.
  71. 影片, 2019-07-16 (0:00).
  72. 直播, 2017-05-15 (45:20).
  73. 訪談, 2017-01-20 (4:19).
  74. 訪談, 2018-05-11 (28:21).
  75. flagging.jpg
  76. 76.0 76.1 直播, 2020-12-22 (1:13:51).
  77. 影片, 2016-12-04 (0:02).
  78. Twitch Bustin - Practice Sieges?
  79. 影片, 2017-04-30 (5:31).
  80. 直播, 2022-01-28 (17:50).
  81. 81.0 81.1 Podcast, 2018-08-04 (1:35:58).
  82. 直播, 2017-05-03 (36:25).