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“Metropolis”的版本间差异
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== See also == | == See also == |
2018年6月7日 (四) 20:21的版本
A metropolis is the sixth stage of node advancement.[1]
The metropolis is the pinnacle of civilization in Ashes of Creation: A symbol of the power and ingenuity of the People. It is wilderness conquered, mastered, and remade in their own image.[1]
- The metropolis is the culmination of the node system – it’s the biggest thing that players can bring into being.[1]
- A metropolis requires a large amount of resources to develop and maintain.[1]
- Because of how nodes relate to one another, there can be no more than five metropolises in existence at any time.[2]
- Metropolises are 0.5km in diameter (0.25km in radius).[3]
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。[6][7]
隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[6] – Margaret Krohn
隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級。[8]
- 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。[9]
- 節點等級愈高,其影響區域愈大。[10]
- 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。[4]
- 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。[11][12]
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.[13] – 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.[14] – 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。[4]
- 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。[15]
- 某節點的公民仍可以協助其他節點發展。[16]
- 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。[17]
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.[17] – Steven Sharif
Node development
節點佈局與風格 is determined by several factors:[18][19]
- 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.[20] – Steven Sharif
- Environment (biome) and location of the node.[20][18][19]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[21]
- 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.[21] – 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.[19] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[22][23][18][6][19][24][25]
- 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.[27] – Steven Sharif
- The rest is determined by the node's mayor.[19]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[28]
- 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.[28] – Steven Sharif
玩家房屋
玩家房屋 | 種類 | 解鎖條件 | 起始數目 | 擁有限制 |
---|---|---|---|---|
公寓 | 獨立區域[10] | 村莊階段及以上[29] | 5[30] | 每伺服器每名角色一間[31] |
個人土地房 | 開放世界[10] | 村莊階段及以上[10] | 充足'[30] | 每個帳號一座[31] |
固定房屋 | 節點內[10] | 村莊階段及以上[10] | 8[30] | 每伺服器每名角色一間[31] |
房地產
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[32][33][34][35][10]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[36] Currently freeholds may be acquired via auction.[37][38][39][40][41][42]
- Housing will have a base price that scales with the number of citizens in the node.[43]
- There is no cap on the price of player-originated housing sales.[44]
- In-node housing will be at a premium, and is expected to be hotly contested.[10]
- The more apartments that have been purchased in a node, the higher the price scales.[45]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[46]
- Freehold plots may be purchased from and sold to other players,[32][47] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[37][38][39][40][41][42][48][49]
- 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.[47] – 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".[43]
- Players will not be able to exceed their allotment of housing in the game.[53]
- Rental and leasing concepts are under consideration.[53]
Housing benefits
玩家房屋有許多好處,[33][54] 而不同種類將有不同好處。[44]
- 可申請成為該節點的公民。[55]
- 同時為節點公民的屋主可擁得額外好處。[44]
- 可擺放家具及其他裝飾物品。[56][57][58]
- 儲物箱。[58][54]
- 製造台,可製造家具等物品。[57][54]
- 展示獎品。[54]
- 展示成就和戰利品 (未定)。[54]
- 社交活動。[54]
- 身處房屋附近時,可獲取額外獎勵 (未定)。[54]
商隊
商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[61]
- 商隊可用於運輸多個玩家的貨物。[65]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[67]
節點戰
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[6] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[7]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[7]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[69]
- Death penalties do not apply to objective-based events such as node sieges.[67]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![70] – 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.[71]
美術圖
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 Node series part II – the Metropolis.
- ↑
- ↑
- ↑ 4.0 4.1 4.2 直播, 2017-10-16 (50:20).
- ↑ 5.0 5.1 Blog - Know Your Nodes - The Basics.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 7.0 7.1 7.2 A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Node series part II – the Metropolis.
- ↑
- ↑
- ↑ 13.0 13.1 訪談, 2020-07-18 (10:04).
- ↑ 14.0 14.1 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 17.0 17.1 直播, 2017-05-26 (28:16).
- ↑ 18.0 18.1 18.2 直播, 2020-10-30 (39:17).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 直播, 2018-09-27 (53:06).
- ↑ 20.0 20.1 直播, 2022-02-25 (41:00).
- ↑ 21.0 21.1 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).
- ↑ 27.0 27.1 訪談, 2018-05-11 (47:27).
- ↑ 28.0 28.1 直播, 2022-07-29 (1:13:09).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 30.0 30.1 30.2
- ↑ 31.0 31.1 31.2 訪談, 2018-05-11 (50:47).
- ↑ 32.0 32.1
- ↑ 33.0 33.1 33.2 33.3 直播, 2020-06-26 (47:32).
- ↑ 直播, 2020-06-26 (54:03).
- ↑ MMOGames interview, January 2017
- ↑ 36.0 36.1 36.2 36.3 直播, 2017-05-12 (55:01).
- ↑ 37.0 37.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 38.0 38.1 直播, 2023-06-30 (1:12:07).
- ↑ 39.0 39.1 直播, 2023-06-30 (14:09).
- ↑ 40.0 40.1 直播, 2023-06-30 (13:10).
- ↑ 41.0 41.1 Development Update with Freehold Preview.
- ↑ 42.0 42.1 影片, 2023-06-30 (21:22).
- ↑ 43.0 43.1 直播, 2020-06-26 (53:41).
- ↑ 44.0 44.1 44.2 訪談, 2020-07-08 (33:34).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑ 47.0 47.1 直播, 2023-06-30 (1:15:34).
- ↑
- ↑ 直播, 2017-05-19 (32:23).
- ↑
- ↑ 直播, 2020-06-26 (56:08).
- ↑ 直播, 2023-06-30 (1:20:20).
- ↑ 53.0 53.1 直播, 2019-05-30 (1:23:41).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 直播, 2017-05-10 (30:53).
- ↑
- ↑ 訪談, 2020-07-08 (40:20).
- ↑ 57.0 57.1 直播, 2020-06-26 (45:32).
- ↑ 58.0 58.1 58.2 58.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2020-06-26 (53:20).
- ↑ 直播, 2020-05-29 (1:03:35).
- ↑ 61.0 61.1 About Ashes of Creation.
- ↑ 影片, 2019-07-16 (0:00).
- ↑ 直播, 2017-05-15 (45:20).
- ↑ 訪談, 2017-01-20 (4:19).
- ↑ 訪談, 2018-05-11 (28:21).
- ↑
- ↑ 67.0 67.1 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 影片, 2017-04-30 (5:31).
- ↑ 直播, 2022-01-28 (17:50).