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节点 are pre-set locations, wrapped in a zone of influence (ZOI).[1]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[2]Margaret Krohn

Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[1]

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.[1]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[3]

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 .[4]Jeffrey Bard

Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[5]

Zones of influence connect fully across the world without any gaps.[6]

There is not a space where you will move in to do something and no node will get that experience.[6]Steven Sharif

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[7]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[8] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[2]

Node stage.[8] Alternate name.[9] Timeframe to advance.[8] Player housing.[10]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

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; we’ll go into further details on each of those Node Types in future posts in this series.[7]Margaret Krohn

Conceptual illustration. 节点 that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[11] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[2]Margaret Krohn

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.[12]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[13]
  • The more advanced the node is, the larger its ZOI becomes.[14]
  • 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.[11]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[15]
  • 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.[16]
    • 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.[17]

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 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.[16]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 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[17]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[11]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[18]
  • Citizens of one node can contribute to the advancement of other nodes.[19]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[20]

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.[20]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[2][15]

  • Vassal nodes must remain at least one node stage below their parent node.[2]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[15]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[7]
    • If the parent node advances, the vassal is once again able to advance.[2]
  • 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.[2]
    • 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.[7]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[2]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[2]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[2]

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.[7]Margaret Krohn

Zones and progression

地牢, 袭击, 世界老板, Mobs, 任务, Events, Resources, 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.[21][22][2]

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.[23]Steven Sharif

World manager

The World manager is an algorithm in 创造的灰烬 that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[24]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[25]Steven Sharif

Underrealm nodes

Underrealm nodes and nodes directly above them are related but do not exist in the same ZOI.[26]

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[30]

公会城堡 influence a castle region around them.[31]

公会城堡 impose a tax on all revenue for the nodes within its region.[36]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[37]
  • Part of the tax and resources gathered are applied to the castle for improvements.[38][39]
  • The remainder of tax income can be used by the guild for whatever they want.[40]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[41]

World size

480 km2 (square kilometers) is the approximate world size at launch.[42] This includes water and land content.[43]

  • Water area is considered playable area, but the exact area of land versus water is not known at this time.[44]

I don't know the exact the exact amount that is land versus water but the water is playable area as well and it's gonna have content...[44]Steven Sharif

480 square kilometers; which is which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[45]Steven Sharif

  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[46]

See also

引用

  1. 1.0 1.1 1.2 Node series part I
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - The Basics.
  3. Ashes of Creation FAQ.
  4. Interview, 2018-04-20 (7:22).
  5. Interview, 2018-05-11 (55:16).
  6. 6.0 6.1 Livestream, 2018-07-09 (39:32).
  7. 7.0 7.1 7.2 7.3 7.4 Blog - Know Your Nodes - Advance and Destroy.
  8. 8.0 8.1 8.2 A reactive world - Nodes.
  9. Livestream, 2018-12-12 (14:48).
  10. Interview, 2020-07-20 (3:45).
  11. 11.0 11.1 11.2 Livestream, 2017-10-16 (50:20).
  12. Video, 2017-04-20 (0:02).
  13. Npc vending.jpg
  14. Node series part II – the Metropolis.
  15. 15.0 15.1 15.2 jahlon-steven-vassal-nodes-quote.png
  16. 16.0 16.1 Interview, 2020-07-18 (10:04).
  17. 17.0 17.1 Interview, 2020-07-08 (1:00:15).
  18. Livestream, 2017-11-17 (55:27).
  19. node xp.png
  20. 20.0 20.1 Livestream, 2017-05-26 (28:16).
  21. Interview, 2020-07-19 (19:35).
  22. Livestream, 2017-05-15 (30:53).
  23. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  24. Interview, 2020-07-19 (1:10:55).
  25. 25.0 25.1 25.2 25.3 Interview, 2020-07-19 (1:08:22).
  26. Livestream, 2017-05-05 (37:52).
  27. Livestream, 2017-05-26 (31:44).
  28. Livestream, 2017-05-26 (42:45).
  29. Livestream, 2017-05-24 (31:39).
  30. Blog: 10 facts about castle sieges in the MMORPG.
  31. castle-influence.png
  32. castle-taxes2.png
  33. 33.0 33.1 castle-region.png
  34. region-overlap.png
  35. castle-metro.png
  36. castle-taxes.png
  37. castle-power.png
  38. castle-resources.png
  39. castle-taxes3.png
  40. castle-taxes4.png
  41. castle-taxes5.png
  42. world size.png
  43. waterlandsize.png
  44. 44.0 44.1 Livestream, 2020-01-30 (1:18:12).
  45. 45.0 45.1 Interview, 2018-08-17 (10:43).
  46. February 8, 2019 - Questions and Answers.
  47. Livestream, 2017-10-31 (24:00).
  48. Livestream, 2018-09-27 (9:08).
  49. Forest of Erinthia.png
  50. Interview, 2020-07-19 (1:21:49).