“Nodes”的版本间差异
(Reorder sections) |
(Reorder sections) |
||
第2行: | 第2行: | ||
Encompassing each [[Servers|server]] are carefully placed points of development called [[Nodes]].{{web|https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}} | Encompassing each [[Servers|server]] are carefully placed points of development called [[Nodes]].{{web|https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}} | ||
+ | |||
+ | {{Node benefits}} | ||
+ | |||
+ | == Zone of influence == | ||
{{Zone of influence}} | {{Zone of influence}} | ||
第28行: | 第32行: | ||
{{Racial quests}} | {{Racial quests}} | ||
− | |||
− | |||
− | |||
− | |||
== Node sieges == | == Node sieges == |
2018年6月16日 (六) 23:08的版本
Encompassing each server are carefully placed points of development called 節點.[2]
每種節點發展成第六階段 (大都會) 時,也會解鎖一個超能力 (絕招)。[4]
影響區域
每個節點都有預設的影響覆蓋範圍,稱為影響區域。玩家在影響區域內的活動將影響該區節點的發展。[5]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[7] – Jeffrey Bard
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[5]
There is not a space where you will move in to do something and no node will get that experience.[9] – Steven Sharif
- 地底節點與位於其正上方的節點屬於相鄰節點,但不屬於同一影響區域。[10][11][12]
- 大都會的影響區域將覆蓋多達五分之一的世界。該影響區域的邊境內會有多個附庸節點,最終或會看起來像一個國家或民族。[13]
節點發展
玩家 (公民或非公民) 於節點的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。[15][16]
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。[15] – 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。[17]
- 第一階段發展需時短,讓玩家可以使用售賣、存放物品等 NPC 功能。[18]
- 節點等級愈高,其影響區域愈大。[19]
- 等級較低的節點 (即附庸節點) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。[14]
- 附庸系統將在節點發展至
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點從
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[20][21]
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.[22] – 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.[23] – 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。[14]
- 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。[24]
- 某節點的公民仍可以協助其他節點發展。[25]
- 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。[26]
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.[26] – Steven Sharif
區域與發展
地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[27][28][6]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[29]
- We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[30] – Steven Sharif
節點衰退
節點 accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[15]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[23]
- There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[23] – Steven Sharif
Node development
節點佈局與風格 is determined by several factors:[31][32]
- 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.[33] – Steven Sharif
- Environment (biome) and location of the node.[33][31][32]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[34]
- 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.[34] – 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.[32] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[35][36][31][15][32][37][38]
- 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.[40] – Steven Sharif
- The rest is determined by the node's mayor.[32]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[41]
- 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.[41] – Steven Sharif
節點建築
種族任務
任務 may be based on a character's race.[42]
Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[42]
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[42] – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[43] – Steven Sharif
任務 that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[44]
節點戰
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[15] 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.[16]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[16]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[46]
- Death penalties do not apply to objective-based events such as node sieges.[47]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![48] – 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.[49]
節點政府
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[52][51][53][54]
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.[52] – Steven Sharif
- 市長.[55]
- Priests, bishops, or acolytes of temples.[52][56][53]
- Social organization positions.[52]
- Patron guild leaders.[53]
- Chief bounty hunter.[53]
領袖能力
領袖能力 may refer to.
節點稅務
市長 are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[57][58]
- Amenities tax override.[57]
- Artisanship tax override.[57]
- Commerce tax override.[57]
- This may include taxes that apply to tavern games.[59][60]
- Property tax override.[57]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[61][62][63]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[64][65][66][67][68]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[66][67]
- Node tax rates will be visible on the world map by hovering over a node location.[69]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[70][63]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[70][71]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[71]
同盟
Ashes of Creation may have specific content that revolves around 同盟.[72]
- 成長 pathways within alliances.[72]
- 行会 sharing common services with alliance members.[72]
- Node alliances.[73][72]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[72] – Steven Sharif
节点外壳
固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[19]
- Players are able to purchase small one room houses (cottages) starting at the
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[19][75]
- There will be 8 cottages available for purchase at the village stage.[75]
- The amount of static housing increases as a normal part of node advancement.[76]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[77]
- 酒館 and Player shops are not tied to in-node housing.[78]
固定房屋發展
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[79][19]
- The 村莊 stage offers small housing types.[79]
- The Town stage introduces medium housing types.[79]
- The City stage introduces large sized homes.[79]
- The 大都會 stage introduces mansion size houses.[79]
If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[80] – Steven Sharif
New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[19]
固定房屋可破壞程度
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[81]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Node apartments
公寓 provide instanced player housing functionality on a rental basis.[82][19]
[[{{{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.[64][65][82][75][19]
- The number and sizes of available apartments increases as a normal part of node advancement.[82][76]
- It is estimated that the number of apartments available in a
[[{{{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.[82]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[19]
- Different price points offer different apartment sizes and types, such as penthouses.[65][19]
- It was previously stated that apartments would be available at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or above.[19]
- 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.[76] – Steven Sharif
公寓選項
公寓可破壞程度
公寓 may be destroyed in the following circumstances:[81]
- If their building was destroyed during a node siege, even if the siege was not successful.[83][81]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[84]
- If a mayor built extra apartment buildings at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or higher and the Node deleveled below that stage.[81]
個人土地房
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[19]
個人土地房位置
Freehold plots require a bound deed (permit/certificate) from the parent
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node in order to place the plot.[96][93][94][97][98][99]
- Freehold deeds are obtained through completion of a Lord's quest to ascertain worthiness for lordship over an estate.[100][95][93][94][97][98][99]
- That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[102] – Steven Sharif
- Deeds may only be used to place a freehold if the deed holder successfully wins a freehold auction for an estate.[96][104]
- You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[95] – Steven Sharif
- A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[96][104]
- It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[104] – Kory Rice
- Freehold plots must not be placed in close proximity to any of the following:[96][108][109][104][95][94][97][110][99]
- Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[118]
- Adjacent freeholds do not share any bonuses with their neighbors, but guild halls owned by partron guilds may confer benefits to surrounding freeholds.[119][114]
個人土地房建築
個人土地房建築 that can be placed on a freehold plot serve three main purposes.[96][94][121][19][122]
Freehold buildings require blueprints and materials to construct.[96][98]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[107]
- Some freehold buildings have multiple tiers, with different footprint sizes.[94][90]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[90]
- Basements in freehold buildings are to be decided.[124]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[96][125][61][62][63]
- Buildings that require permits will have additional upkeep costs.[96]
Freehold building architecture is based on the blueprint for the building.[94][126]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[96][94][127][128][126][129]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[126][129][128]
- Players are not locked to the racial appearance of a freehold building blueprint.[130]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[126] – Jeffrey Bard
個人土地房好處
個人土地房 offer the following benefits in addition to other player housing benefits.[94]
- The larger the homestead, the more floors it will have and the more furniture can be placed on the freehold.[96][94]
- Certain furniture may only be able to be placed outside.[94]
- Freehold businesses allow the freehold owner (and authorized individuals) to sell items, consumables and services to players.[131][94][132]
- Freeholds are the only place that master and grandmaster processing is available.[133][94]
- Players can craft up to journeyman level on freeholds.[133][94]
- Lower tier gathering can be done on freehold plots.[134]
個人土地房保安系統
Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[96][135][136][137][94]
- Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[138] – Steven Sharif
- Freehold permissions are intended to work with the family and guild systems.[96][135][136]
- It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[135]
- Freehold permissions may only apply to battalions/micro-structures within a guild.[139]
- Interaction with the guild system will be tested in Alpha-2.[140]
- This includes permission to enter the homestead, interact with furniture, access storage, interact with crafting or processing stations, and harvest resources.[96]
- Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[96]
- Permission to decorate a freehold is restricted to the owner of the freehold.[141] Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[142]
- Family members may be granted permission to apply their cosmetic skins to freehold buildings.[143]
Players cannot steal from a freehold under normal circumstances.[96][144][145][146]
- Items stored in a freehold become lootable after a successful siege against their parent node.[147][96][146] It has not been decided which players get to loot the debris field during this period.[147]
- Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[96]
Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[96][148] This does not apply for a period of two hours following a successful siege against its parent node.[149][150][15][151]
- Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[96]
- NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[151] NPC guards that permanently exist on a freehold are not a planned feature.[152]
- 決鬥 may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[153]
個人土地房可破壞程度
地產買賣
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[154][91][155][54][19]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[156] Currently freeholds may be acquired via auction.[96][109][95][93][94][97]
- Housing will have a base price that scales with the number of citizens in the node.[157]
- There is no cap on the price of player-originated housing sales.[78]
- In-node housing will be at a premium, and is expected to be hotly contested.[19]
- The more apartments that have been purchased in a node, the higher the price scales.[158]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[159]
- Freehold plots may be purchased from and sold to other players,[154][143] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[96][109][95][93][94][97][98][99]
- 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.[143] – 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".[157]
- Players will not be able to exceed their allotment of housing in the game.[163]
- Rental and leasing concepts are under consideration.[163]
節點公民權
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[166]
We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[166] – Jeffrey Bard
玩家可以申請成為
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3)或以上的節點公民。[54]
- A player can only claim citizenship to one node at a time.[167]
- Only one citizenship may be declared per account, per server.[168][169][170]
- This may have changed to one citizenship per account.[171]
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[168]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[168]
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[170] – Steven Sharif
Changing citizenship has a cooldown of two weeks.[165]
- This applies to players who renounce their citizenship in a node.[168]
- 玩家房屋 ownership is not affected by citizenship changes.[172]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[68] – Steven Sharif
Players can interact with the node board to get a list of citizens of the node.[173]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[173]
A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[174]
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.[175][176][177]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[177]
- This is a planned feature for the launch of Ashes of Creation.[175]
- The value of stocks is influenced by world events and the performance of nodes, 社会组织 or guilds.[178]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[177]
- There is no regulatory commission to restrict the purchase and sale of stocks.[178]
地底節點
地底節點 and nodes directly above them are considered adjacent but do not exist in the same ZOI.[10][11][12]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[11]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[11]
That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[11] – Steven Sharif
- Caravan routes will go underground.[179]
- 節點戰 occur in the usual manner.[180]
- There will be underrealm Metropolises.[181]
沿海/島嶼節點
There will be nodes along the coast and on islands.[184]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[184]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[185]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[186]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[187][188][189]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[187] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[190][191]
海底節點
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[192]
- There won't be nodes underwater or in the water.[184]
聖物
聖物 are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[195][196]
- Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[195] – Steven Sharif
- Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[195][194]
- Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[195] – Steven Sharif
- Relics can also be awarded for accomplishments that span many different progression paths, such the number of citizens achieving advanced stages of their artisan classes.[195]
- The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[195] – Steven Sharif
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.[197]
- Limited access to the relics stored in a node's reliquary are granted to players after a node is destroyed by a node siege.[200][201][195][194][202][203][204] Benefits are also conferred to those who capture, steal, or sabotage relics held the reliquary.[197]
- Looting a relic from a node will create a shard of the relic, which can be used in recipes for certain crafted items and enchantments; or it can be consumed for a single-use buff that reflects the original relic's purpose.[205] These shards can be traded.[206]
- Relics include the four Ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[207][208]
- These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[209]
- These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.[209]
- Constellations enable the acquisition of certain relics.[210]
- Certain relics can only be discovered through exploration.[211]
內部衝突
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[212]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[213]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[213] – Steven Sharif
美術圖
其他
引用
- ↑ 直播, 2017-12-15 (1:11:52).
- ↑ A reactive world - Nodes.
- ↑ Blog: Creative Director's Letter
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 5.0 5.1 5.2 Node series part I
- ↑ 6.0 6.1 6.2 6.3 Blog - Know Your Nodes - The Basics.
- ↑ 訪談, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 9.0 9.1 直播, 2018-07-09 (39:32).
- ↑ 10.0 10.1 直播, 2019-03-29 (58:14).
- ↑ 11.0 11.1 11.2 11.3 11.4 直播, 2019-03-29 (29:17).
- ↑ 12.0 12.1 直播, 2017-05-05 (37:52).
- ↑ 訪談, 2018-05-11 (55:16).
- ↑ 14.0 14.1 14.2 直播, 2017-10-16 (50:20).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 15.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 16.0 16.1 16.2 A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 19.14 19.15 19.16 19.17 Node series part II – the Metropolis.
- ↑
- ↑
- ↑ 22.0 22.1 訪談, 2020-07-18 (10:04).
- ↑ 23.0 23.1 23.2 23.3 23.4 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 26.0 26.1 直播, 2017-05-26 (28:16).
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 31.0 31.1 31.2 直播, 2020-10-30 (39:17).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 直播, 2018-09-27 (53:06).
- ↑ 33.0 33.1 直播, 2022-02-25 (41:00).
- ↑ 34.0 34.1 直播, 2021-02-26 (1:12:18).
- ↑ 直播, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ 訪談, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 40.0 40.1 訪談, 2018-05-11 (47:27).
- ↑ 41.0 41.1 直播, 2022-07-29 (1:13:09).
- ↑ 42.0 42.1 42.2 Podcast, 2018-04-23 (29:56).
- ↑ 訪談, 2018-05-11 (1:00:19).
- ↑ 直播, 2019-07-26 (1:13:23).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2017-04-30 (5:31).
- ↑ 直播, 2022-01-28 (17:50).
- ↑ 直播, 2020-03-28 (1:02:46).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 52.2 52.3 直播, 2023-09-29 (1:07:01).
- ↑ 53.0 53.1 53.2 53.3 直播, 2019-07-26 (1:20:48).
- ↑ 54.0 54.1 54.2 MMOGames interview, January 2017
- ↑ 直播, 2017-11-17 (9:49).
- ↑ 直播, 2020-07-25 (1:52:45).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 影片, 2023-08-31 (28:04).
- ↑ 直播, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 61.0 61.1 訪談, 2023-07-09 (54:46).
- ↑ 62.0 62.1 直播, 2023-06-30 (1:45:22).
- ↑ 63.0 63.1 63.2
- ↑ 64.0 64.1 Blog: Development Update with Village Node.
- ↑ 65.0 65.1 65.2 直播, 2023-08-31 (15:51).
- ↑ 66.0 66.1 訪談, 2023-07-09 (38:14).
- ↑ 67.0 67.1 訪談, 2020-03-27 (0:30).
- ↑ 68.0 68.1 影片, 2018-04-05 (41:48).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 70.0 70.1 直播, 2022-08-26 (1:10:16).
- ↑ 71.0 71.1 訪談, 2018-05-11 (57:02).
- ↑ 72.0 72.1 72.2 72.3 72.4 Podcast, 2018-05-11 (21:07).
- ↑ 直播, 2023-08-31 (2:10:23).
- ↑ 影片, 2020-05-31 (38:50).
- ↑ 75.0 75.1 75.2 75.3
- ↑ 76.0 76.1 76.2 Steven Sharif - Clarification points from today’s stream.
- ↑ 直播, 2017-05-19 (33:57).
- ↑ 78.0 78.1 訪談, 2020-07-08 (33:34).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 影片, 2020-05-31 (47:32).
- ↑
- ↑ 81.0 81.1 81.2 81.3 直播, 2017-07-18 (40:14).
- ↑ 82.0 82.1 82.2 82.3 訪談, 2023-07-09 (1:50:50).
- ↑ 直播, 2019-11-22 (17:59).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2020-05-29 (36:29).
- ↑ 直播, 2020-05-29 (42:01).
- ↑ 直播, 2020-05-29 (35:36).
- ↑ 訪談, 2018-05-11 (50:47).
- ↑ 89.0 89.1 直播, 2017-10-16 (56:42).
- ↑ 90.0 90.1 90.2 訪談, 2020-07-08 (45:23).
- ↑ 91.0 91.1 91.2 直播, 2020-06-26 (47:32).
- ↑ 92.0 92.1 92.2 92.3 92.4 92.5 直播, 2017-10-16 (56:38).
- ↑ 93.0 93.1 93.2 93.3 93.4 直播, 2023-06-30 (13:10).
- ↑ 94.00 94.01 94.02 94.03 94.04 94.05 94.06 94.07 94.08 94.09 94.10 94.11 94.12 94.13 94.14 94.15 94.16 94.17 94.18 94.19 Development Update with Freehold Preview.
- ↑ 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 直播, 2023-06-30 (14:09).
- ↑ 96.00 96.01 96.02 96.03 96.04 96.05 96.06 96.07 96.08 96.09 96.10 96.11 96.12 96.13 96.14 96.15 96.16 96.17 96.18 96.19 96.20 96.21 96.22 96.23 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 97.0 97.1 97.2 97.3 97.4 97.5 影片, 2023-06-30 (21:22).
- ↑ 98.0 98.1 98.2 98.3
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 99.6 99.7 直播, 2017-05-19 (32:23).
- ↑ 100.0 100.1
- ↑ 101.0 101.1 直播, 2023-07-28 (1:33:58).
- ↑ 102.0 102.1 Podcast, 2023-07-15 (11:21).
- ↑
- ↑ 104.0 104.1 104.2 104.3 104.4 直播, 2023-06-30 (16:14).
- ↑
- ↑ 直播, 2023-06-30 (1:36:52).
- ↑ 107.0 107.1 直播, 2023-06-30 (18:45).
- ↑ 108.0 108.1 108.2 108.3 訪談, 2023-07-09 (29:53).
- ↑ 109.0 109.1 109.2 直播, 2023-06-30 (1:12:07).
- ↑ 直播, 2022-04-29 (1:03:44).
- ↑ 直播, 2020-06-26 (1:52:33).
- ↑ 直播, 2018-05-09 (40:24).
- ↑
- ↑ 114.0 114.1 訪談, 2023-07-09 (32:53).
- ↑
- ↑
- ↑
- ↑ 直播, 2017-05-26 (34:21).
- ↑
- ↑ 直播, 2023-06-30 (12:11).
- ↑ 121.0 121.1 121.2 直播, 2023-04-07 (31:49).
- ↑ 直播, 2017-05-24 (9:58).
- ↑ 影片, 2023-06-30 (15:34).
- ↑ 直播, 2019-06-28 (1:09:22).
- ↑
- ↑ 126.0 126.1 126.2 126.3 直播, 2020-08-28 (2:14:06).
- ↑ 直播, 2023-06-30 (22:05).
- ↑ 128.0 128.1 直播, 2020-11-30 (57:50).
- ↑ 129.0 129.1
- ↑ 直播, 2017-05-26 (44:11).
- ↑
- ↑
- ↑ 133.0 133.1 直播, 2023-06-30 (33:26).
- ↑
- ↑ 135.0 135.1 135.2 訪談, 2023-07-09 (53:08).
- ↑ 136.0 136.1 直播, 2023-06-30 (26:23).
- ↑ 訪談, 2018-05-11 (28:21).
- ↑ 直播, 2023-06-30 (1:24:16).
- ↑
- ↑
- ↑ 直播, 2021-04-30 (1:12:33).
- ↑ 直播, 2020-06-26 (51:58).
- ↑ 143.0 143.1 143.2 直播, 2023-06-30 (1:15:34).
- ↑
- ↑ 直播, 2023-06-30 (1:19:01).
- ↑ 146.0 146.1 直播, 2017-05-17 (1:03:23).
- ↑ 147.0 147.1 直播, 2023-07-28 (1:26:16).
- ↑ 直播, 2023-06-30 (1:49:00).
- ↑ 直播, 2021-11-19 (54:26).
- ↑ 直播, 2020-08-28 (2:04:00).
- ↑ 151.0 151.1 直播, 2017-05-19 (28:04).
- ↑ 直播, 2018-01-18 (31:05).
- ↑ 直播, 2021-12-23 (1:29:27).
- ↑ 154.0 154.1
- ↑ 直播, 2020-06-26 (54:03).
- ↑ 156.0 156.1 156.2 156.3 直播, 2017-05-12 (55:01).
- ↑ 157.0 157.1 直播, 2020-06-26 (53:41).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑
- ↑ 直播, 2020-06-26 (56:08).
- ↑ 直播, 2023-06-30 (1:20:20).
- ↑ 163.0 163.1 直播, 2019-05-30 (1:23:41).
- ↑ 直播, 2020-03-28 (1:02:56).
- ↑ 165.0 165.1
- ↑ 166.0 166.1 直播, 2018-07-09 (27:12).
- ↑ 直播, 2017-05-19 (53:24).
- ↑ 168.0 168.1 168.2 168.3 訪談, 2020-07-29 (17:26).
- ↑
- ↑ 170.0 170.1 訪談, 2018-05-11 (50:05).
- ↑ 訪談, 2018-10-20 (2:36).
- ↑
- ↑ 173.0 173.1 直播, 2020-10-30 (1:01:00).
- ↑ 直播, 2017-05-26 (44:52).
- ↑ 175.0 175.1
- ↑ 176.0 176.1 直播, 2017-05-17 (11:27).
- ↑ 177.0 177.1 177.2
- ↑ 178.0 178.1 訪談, 2018-10-20 (5:51).
- ↑ 直播, 2017-05-26 (31:44).
- ↑ 直播, 2017-05-26 (42:45).
- ↑ 直播, 2017-05-24 (31:39).
- ↑ 直播, 2018-08-17 (58:53).
- ↑ 183.0 183.1
- ↑ 184.0 184.1 184.2 直播, 2018-04-8 (PM) (1:01:28).
- ↑ 直播, 2024-03-29 (2:26:40).
- ↑ 訪談, 2020-07-19 (48:05).
- ↑ 187.0 187.1 訪談, 2023-07-09 (1:18:49).
- ↑ 直播, 2022-10-14 (58:46).
- ↑ 直播, 2017-05-19 (37:51).
- ↑ 直播, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 直播, 2018-04-8 (AM) (18:29).
- ↑
- ↑ 194.0 194.1 194.2 訪談, 2020-07-18 (56:11).
- ↑ 195.0 195.1 195.2 195.3 195.4 195.5 195.6 Podcast, 2021-09-29 (10:49).
- ↑ 直播, 2018-02-09 (29:26).
- ↑ 197.0 197.1 直播, 2022-04-29 (27:00).
- ↑ 直播, 2020-07-25 (1:22:40).
- ↑ 直播, 2020-06-26 (1:33:10).
- ↑ 直播, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ 訪談, 2020-07-08 (57:46).
- ↑ 直播, 2020-04-30 (1:14:44).
- ↑
- ↑
- ↑
- ↑ 直播, 2020-11-08 (15:01).
- ↑ 直播, 2020-11-08 (00:49).
- ↑ 209.0 209.1 直播, 2020-11-08 (07:58).
- ↑ 影片, 2022-12-02 (11:11).
- ↑ 直播, 2023-02-24 (6:51).
- ↑ 直播, 2017-05-24 (40:50).
- ↑ 213.0 213.1 直播, 2019-06-28 (1:26:14).