個人土地房

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Alpha-1 個人土地房[1]

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。[2]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。[4]

  • 每個帳號只能擁有一座個人土地房。[5]
  • 個人土地房的大小約為半英畝[6]
  • 擴建升級將隨着節點發展而解鎖。[6]
  • 將未必可以出售個人土地房予其他玩家。[8]

個人土地房與遊戲內多個系統相互影響。[9]

個人土地房位置

Alpha-2 freehold placement.[10][11]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[12]John Collins

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.[13][10][11][14][15][16]

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.[19]Steven Sharif
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.[12]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.[13][21]
    • Players can manipulate the orientation of their freehold plot.[23]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[13][24][21]
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.[21]Kory Rice
  • 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.[36]

個人土地房好處

玩家房屋有許多好處,[8][38] 而不同種類將有不同好處。[39]

  • 可申請成為該節點公民[40]
    • 同時為節點公民的屋主可擁得額外好處。[39]
  • 可擺放家具及其他裝飾物品[41][42][43]
    • 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.[44]
    • 可擺放的裝飾品數量將取決於房屋的大小。[8]
  • 儲物箱。[43][38]
    • 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。[43]
    • 儲物箱品質愈高,儲存量愈高。[43]
  • 製造台,可製造家具等物品。[42][38]
  • 展示獎品。[38]
  • 展示成就和戰利品 (未定)。[38]
  • 社交活動。[38]
  • 身處房屋附近時,可獲取額外獎勵 (未定)。[38]
Homestead size dictates how much furniture can be placed on a freehold.[11]

個人土地房 offer the following benefits in addition to other player housing benefits.[11]

個人土地房建築

Freehold building types.[49][11]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[13]

個人土地房建築 that can be placed on a freehold plot serve three main purposes.[13][11][50][4][51]

Freehold buildings require blueprints and materials to construct.[13][15]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[24]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[11][7]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[7]
  • Basements in freehold buildings are to be decided.[53]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[13][54][55][56][57]

  • Buildings that require permits will have additional upkeep costs.[13]

Freehold building architecture is based on the blueprint for the building.[11][58]

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.[58]Jeffrey Bard

List of freehold buildings

個人土地房建築規劃

Alpha-2 freehold concept.[63][11]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[63]Kory Rice

個人土地房建築 and other items/props can be placed on freehold plots (by the land owner).[50][64][6][4][51]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[13][66]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[66][50]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[13]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[65]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[23]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[68]

建築命名

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。

Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[69]

房屋裝飾

Players may decorate their player housing and other types of buildings.[72]

  • Houses will be empty when purchased.[44]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[41]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[41]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[73][76][8] For example: You can place only the best furniture in mansion grade in-node housing.[73]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[76]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[77]
  • Players will not be able to alter structural aspects such as windows and walls.[41]
  • There may be decor items that are representative of unique weapons that are available in the game.[78]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[73][79]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[41]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[79]Steven Sharif
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個人土地房建築造型

Sunbeam's Remembrance medium homestead cosmetic freehold building skin.[80]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold.[13]

個人土地房建築造型 were offered as Kickstarter and 夏季众筹 rewards and were available in pre-order packs.[59][81][82][83][84]

  • Freehold building skins can also be achieved in-game.[85]
  • Freehold building cosmetics cannot be sold or traded with other players.[86][59]
Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[85]Steven Sharif
  • A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[89]
Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[85]Steven Sharif

個人土地房專業

Processing stations

Lumbersmiths processing station.[11]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[50]Steven Sharif

Alpha-2 metalworking processing station in action.[92]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[93]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[13][94][50][91][95]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[96]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[98][11][97][99]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[98][11]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[99]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[100] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[101]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[93]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[102]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[99]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[95]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[55]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[55]Steven Sharif

個人土地房發展

個人土地房發展 unlocks new bonuses, abilities and capabilities for freeholds.[104]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[104]Steven Sharif

連鎖經營

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[105]Jeffrey Bard

酒館

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[106][107]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[106]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[108][107]
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  • There may be quests that can only be gathered from player-owned taverns.[107]

農場

Alpha-1 freehold farm.[3]

Crops are intended in Ashes to be a rotational profession that is dependent on having the appropriate seedlings and/or any of the necessary tools.[109]Steven Sharif

農場 are workstation plots available for farming crops and livestock on freeholds.[110][110][111][112][6][113][114]

If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[13]
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  • Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[115]

漁場

Alpha-1 Fishery on a freehold plot.[3]

You actually see there a small pond, which is actually another type of farmable area that we're going to have available on the freehold system, which is essentially a fishery so to speak. So fish play an important role from a raw gatherables a standpoint, but also again because a lot of the components of the freehold system are intended to be processing of raw materials, the fishery allows for a focus on specific type of fish gatherables that may only be gathered through the fishery blueprint.[109]Steven Sharif

A fishery is a farmable workstation that can be placed on a freehold plot. A fishery allows gathering of fish that are unique to the fishery blueprint.[109]

個人土地房保安系統

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[116][117][118][119]

A property has a single owner/primary tenant.[116][125][117]

  • Marriage enables family size to increase by one so that housing access can be shared.[125][126]
  • Access lists can be used to mimic co-ownership.[119]
  • Payment of taxes may be via a "gentleman's agreement".[127]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[117]Steven Sharif

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[13][128][129][130][11]

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.[125]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[13][128][129]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[128]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[131]
    • Interaction with the guild system will be tested in Alpha-2.[132]
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.[13]

Players cannot steal from a freehold under normal circumstances.[13][133][121][134]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[135][13][134] It has not been decided which players get to loot the debris field during this period.[135]
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.[13]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[13][136] This does not apply for a period of two hours following a successful siege against its parent node.[137][138][139][140]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[13]
  • NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[140] NPC guards that permanently exist on a freehold are not a planned feature.[141]

權限共享

Template:Freehold shared access

個人土地房可破壞程度

個人土地房 may be attacked by any player for a period of two hours following a successful siege against its parent node.[137][138][139][140] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[13]

  • Players and their allies may defend their freehold for this period of time.[140]
  • Structures and guards may be obtained to defend freeholds during this period.[140]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[13]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[138][139]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[138]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node or above, it will be destroyed.[13][139][138][143]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[139]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[144]Steven Sharif

房屋設計

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[13][145][146]

Node building destruction

Destructible castle.[148]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[149]Steven Sharif

節點建築 (including player housing) have hit points and can be damaged or destroyed by different systems.[150][151]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[153][154]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[153][154] Any NPCs or services offered by that building will not be available until the building is repaired.[155][151]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[153][154][150]

公會土地房

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。

地底個人土地房

資源 will be different in the Underrealm, including unique species of fish.[164][165][166]

房屋種類

玩家房屋 種類 解鎖條件 起始數目 擁有限制
公寓 獨立區域[4] 村莊階段及以上[167] 5[35] 伺服器每名角色一間[5]
個人土地房 開放世界[4] 村莊階段及以上[4] 充足'[35] 每個帳號一座[5]
固定房屋 節點內[4] 村莊階段及以上[4] 8[35] 伺服器每名角色一間[5]

房地產

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[168][8][169][170][4]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[171] Currently freeholds may be acquired via auction.[13][26][12][10][11][14]
    • A grace period will occur before the housing becomes available for auction.[171]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[171]
    • At the end of the auction, the highest bidder will win the house.[171]
  • Housing will have a base price that scales with the number of citizens in the node.[172]
    • There is no cap on the price of player-originated housing sales.[39]
    • In-node housing will be at a premium, and is expected to be hotly contested.[4]
    • The more apartments that have been purchased in a node, the higher the price scales.[173]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[13][26][12][10][11][14][15][16]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[174]
    • Previously it was stated that freeholds may not be sold to other players.[8][175]
    • Players cannot be denied from buying a freehold.[176]
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.[87]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".[172]
  • Players will not be able to exceed their allotment of housing in the game.[177]
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.[177]

视觉效果

其他

引用

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