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[[File:NodesEconomyQuests.png|right|500px|link=#Engaging and immersive story]]
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{{Draft}}
[[File:RacesReligionsClasses2.png|right|500px|link=#Reactive world]]
 
[[File:DungeonsRaidsMonsterCoins.png|right|500px|link=#Player interaction]]
 
[[File:WeaponsArmorHousingMounts.png|right|500px|link=#Player agency]]
 
[[File:WorldPvPArenas.png|right|500px|link=#Risk vs reward]]
 
  
Welcome to the [[Ashes of Creation]] community Wiki.  
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[[File:node_zoi.png|thumb|400px|Nodes are pre-set locations, wrapped in a [[Zone of influence|zone of influence]] (ZOI).<ref>[https://www.ashesofcreation.com/node-series-part-one/ Node series part I]]</ref>]]
  
The goal of this Wiki is to capture verifiable knowledge about Ashes of Creation based on input from the community.  
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Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined [[zone of influence]] (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref>
  
== Contributing ==
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== Node advancement ==
  
We ask that contributors to this wiki please read and adhere to the [[Style guidelines]] when editing or adding new articles.
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[[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]]
  
=== Helpful resources ===
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Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/>
  
* [[Help:Starting a new page|Starting a new page]]
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# [[Expedition]] (Few hours)
* [[Help:Editing pages|Editing pages]]
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# [[Encampment]] (Many hours)
* [[mw:Help:Formatting|Formatting content]]
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# [[Village]] (Few days)
* [[Help:Embedding images and videos|Embedding images and videos]]
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# [[Town]] (Many days)
* [[Help:Templates|Using templates]]
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# [[City]] (Few weeks)
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# [[Metropolis]] (Many weeks)
  
== Table of contents ==
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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.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref>
  
=== Development ===
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* The more advanced the node is, the larger its ZOI becomes.<ref name="nodes-part-II">[https://www.ashesofcreation.com/node-series-part-2-metropolis/ Node series part II &ndash; the Metropolis]]</ref>
  
Information relevant to the ongoing development of Ashes of Creation.
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== Node development ==
  
* [[Ashes of Creation]]
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{{Node development}}
* [[Intrepid Studios]]
 
* [[Media]], [[Livestreams]], [[Videos]], [[Concept art]], [[Screenshots]]
 
* [[Kickstarter]], [[Summer crowdfunding]]
 
* [[Release schedule]]
 
  
=== Engaging and immersive story ===
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== Node government ==
  
Topics that reflect the past and the present of Verra.
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{{Node government|1====}}
  
* [[Lore]]
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== Node housing ==
* [[Races]]
 
* [[Religion|Religions]]
 
* [[Archetypes]], [[Classes]]
 
* [[World map]], [[Environments]] (aka Biomes), [[Underrealm]]
 
* [[Role playing]]
 
  
=== Reactive world ===
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{{Node housing|1====}}
  
Topics that describe how the world of Verra evolves based on player activity.
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== Node apartments ==
  
* [[Nodes]], [[Node sieges]]
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{{Apartments|1====}}
* [[Economy]], [[Marketplaces]], [[Caravans]]
 
* [[Artisan classes]], [[Gathering]], [[Processing]], [[Crafting]]
 
* [[Word events]]
 
* [[Quests]], [[Tasks]]
 
* [[Naval]], [[Naval combat]]
 
* [[Guild wars]]
 
* [[Castle sieges]]
 
  
=== Player interaction ===
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== Freeholds ==
  
Game systems and mechanics that foster player interaction.
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{{Freeholds|1====}}
  
* [[Group dynamics]], [[Looting]]
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== Sharemarkets ==
* [[Dungeons]]
 
* [[Raids]]
 
* [[Guilds]], [[Guild halls]], [[Guild fortresses]], [[Guild castles]]
 
* [[Social organizations]]
 
* [[Monster coins]]
 
* [[Parlor games]]
 
  
=== Player agency ===
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{{Sharemarkets}}
  
Systems that grow and shape player experiences in the game.
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{{Notes}}
  
* [[Weapons]]
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[[Category:Reactive world]][[Category:Nodes]]
* [[Armor]]
 
* [[Housing]], [[Node housing]], [[Apartments]], [[Freeholds]]
 
* [[Mounts]], [[Mules]], [[Dragons]]
 
* [[Leveling]]
 
* [[Inventory]]
 
* [[Character creator]]
 
* [[Cosmetics]]
 
 
 
=== Risk vs reward ===
 
 
 
Activities that reward daring adventurers and foster meaningful conflict.
 
 
 
* [[World PvP]], [[Bounty hunters]]
 
* [[Arenas]]
 
* [[Sharemarket]]
 
* [[Exploration]], [[Treasure hunting]]
 

2017年10月17日 (二) 05:20的版本

box warning orange.png此页面目前是草稿。
Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[1]

Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined 影響區域 (ZOI).[2]

節點發展

Illustration of node advancement from Expedition (stage 1) to 大都會 (stage 6).

Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[2]

  1. Expedition (Few hours)
  2. Encampment (Many hours)
  3. 村莊 (Few days)
  4. Town (Many days)
  5. City (Few weeks)
  6. 大都會 (Many weeks)

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.[3]

  • The more advanced the node is, the larger its ZOI becomes.[4]

Node development

⧼{{{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.[5]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.[6]Margaret Krohn

節點佈局與風格 is determined by several factors:[7][8]

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.[9]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.[10]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.[8]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.[16]Steven Sharif
  • The rest is determined by the node's mayor.[8]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[17]
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.[17]Steven Sharif

節點政府

Alpha-1 winner of Mayoral election.[18]

There are a number of different seats that can exist within a node, and carry different responsibilities.[19]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[20][19][21][22]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[20]Steven Sharif

节点外壳

固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[26]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[26][27]

Node apartments

公寓 provide instanced player housing functionality on a rental basis.[31][26]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[32][33][31][27][26]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[31]

  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[26]
  • Different price points offer different apartment sizes and types, such as penthouses.[33][26]
  • It was previously stated that apartments would be available at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or above.[26]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[28]Steven Sharif

個人土地房

Alpha-1 個人土地房[34]

個人土地房的整個目的就是賦予一切用途。不只可以讓你覺得「噢,我設計得真漂亮」,更是一個對你的角色、對世界有用途的設計。[35]Jeffrey Bard

個人土地房是較大型的玩家房屋,可以建造於

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[26]

個人土地房與遊戲內多個系統相互影響。[41]

股票市場

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in 節點, 行会 and 社会组织.[42][43][44]

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。
  • There is no regulatory commission to restrict the purchase and sale of stocks.[45]

引用

  1. Node series part I]
  2. 2.0 2.1 A reactive world - Nodes
  3. Ashes of Creation - Nodes part 2
  4. Node series part II – the Metropolis]
  5. Blog - Know Your Nodes - The Basics.
  6. 6.0 6.1 6.2 Blog - Know Your Nodes - Advance and Destroy.
  7. 7.0 7.1 7.2 直播, 2020-10-30 (39:17).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 直播, 2018-09-27 (53:06).
  9. 9.0 9.1 直播, 2022-02-25 (41:00).
  10. 10.0 10.1 直播, 2021-02-26 (1:12:18).
  11. 直播, 2022-03-31 (4:57).
  12. Podcast, 2021-04-11 (29:47).
  13. 訪談, 2018-05-11 (54:34).
  14. 直播, 2017-05-26 (21:23).
  15. Podcast, 2021-04-11 (23:36).
  16. 16.0 16.1 訪談, 2018-05-11 (47:27).
  17. 17.0 17.1 直播, 2022-07-29 (1:13:09).
  18. 直播, 2020-03-28 (1:02:46).
  19. 19.0 19.1 Steven Quote2.png
  20. 20.0 20.1 20.2 20.3 直播, 2023-09-29 (1:07:01).
  21. 21.0 21.1 21.2 21.3 直播, 2019-07-26 (1:20:48).
  22. MMOGames interview, January 2017
  23. 直播, 2017-11-17 (9:49).
  24. 直播, 2020-07-25 (1:52:45).
  25. 影片, 2020-05-31 (38:50).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 Node series part II – the Metropolis.
  27. 27.0 27.1 27.2 steven-housing-numbers.png
  28. 28.0 28.1 28.2 Steven Sharif - Clarification points from today’s stream.
  29. 直播, 2017-05-19 (33:57).
  30. 訪談, 2020-07-08 (33:34).
  31. 31.0 31.1 31.2 31.3 訪談, 2023-07-09 (1:50:50).
  32. Blog: Development Update with Village Node.
  33. 33.0 33.1 直播, 2023-08-31 (15:51).
  34. 直播, 2020-05-29 (36:29).
  35. 直播, 2020-05-29 (42:01).
  36. 直播, 2020-05-29 (35:36).
  37. 訪談, 2018-05-11 (50:47).
  38. 38.0 38.1 直播, 2017-10-16 (56:42).
  39. 訪談, 2020-07-08 (45:23).
  40. 直播, 2020-06-26 (47:32).
  41. 41.0 41.1 41.2 41.3 41.4 41.5 直播, 2017-10-16 (56:38).
  42. 42.0 42.1 steven-stock-markets.png
  43. 43.0 43.1 直播, 2017-05-17 (11:27).
  44. 44.0 44.1 44.2 Stock Exchange.jpg
  45. 45.0 45.1 訪談, 2018-10-20 (5:51).