“Node advancement”的版本间差异
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[[Category:Nodes]] | [[Category:Nodes]] |
2018年8月18日 (六) 20:15的版本
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。[3][4]
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。[3] – 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。[5]
- 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。[6]
- 節點等級愈高,其影響區域愈大。[7]
- 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。[1]
- 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。[8][9]
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.[10] – 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.[11] – 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。[1]
- 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。[12]
- 某節點的公民仍可以協助其他節點發展。[13]
- 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。[14]
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.[14] – Steven Sharif
Node development
節點佈局與風格 is determined by several factors:[15][16]
- 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.[17] – Steven Sharif
- Environment (biome) and location of the node.[17][15][16]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[18]
- 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.[18] – 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.[16] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[19][20][15][3][16][21][22]
- 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.[24] – Steven Sharif
- The rest is determined by the node's mayor.[16]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[25]
- 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.[25] – Steven Sharif
Taxation
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.[26][27]
- Amenities tax override.[26]
- Artisanship tax override.[26]
- Commerce tax override.[26]
- This may include taxes that apply to tavern games.[28][29]
- Property tax override.[26]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[30][31][32]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[33][34][35][36][37]
- 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.[35][36]
- Node tax rates will be visible on the world map by hovering over a node location.[38]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[39][32]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[39][40]
- 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.[40]
玩家房屋
玩家最多可同時擁有每種房屋各一間。[44] 固定房屋和公寓為每伺服器一間〕﹔個人土地房為每帳號一座。
玩家房屋 | 種類 | 解鎖條件 | 起始數目 | 擁有限制 |
---|---|---|---|---|
公寓 | 獨立區域[7] | 村莊階段及以上[45] | 5[46] | 每伺服器每名角色一間[47] |
個人土地房 | 開放世界[7] | 村莊階段及以上[7] | 充足'[46] | 每個帳號一座[47] |
固定房屋 | 節點內[7] | 村莊階段及以上[7] | 8[46] | 每伺服器每名角色一間[47] |
戰利品公園
戰利品公園 is an area within Town, City or 大都會 nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[48]
- Server announcements and achievements are designed to encourage groups to experience new content.[48]
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[50][51] This content adapts to the node progression of the zone it is in.[49][52]
- Additional buildings will spawn.[49]
- Additional mobs will spawn.[49]
- Different antagonists/leaders with different story lines.[49][52]
- Populations will change.[52]
- Content difficulty will change.[52]
- The content may be different altogether.[52]
- Additional quest hooks.[49]
- 地下城 will be unlocked when certain nodes advance to certain stages.[53]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[53]
- POI events are events that relate to specific points-of-interest (POI).[57]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[58]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[53]
其他
引用
- ↑ 1.0 1.1 1.2 直播, 2017-10-16 (50:20).
- ↑ 2.0 2.1 Blog - Know Your Nodes - The Basics.
- ↑ 3.0 3.1 3.2 3.3 3.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Node series part II – the Metropolis.
- ↑
- ↑
- ↑ 10.0 10.1 訪談, 2020-07-18 (10:04).
- ↑ 11.0 11.1 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 14.0 14.1 直播, 2017-05-26 (28:16).
- ↑ 15.0 15.1 15.2 直播, 2020-10-30 (39:17).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 直播, 2018-09-27 (53:06).
- ↑ 17.0 17.1 直播, 2022-02-25 (41:00).
- ↑ 18.0 18.1 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).
- ↑ 24.0 24.1 訪談, 2018-05-11 (47:27).
- ↑ 25.0 25.1 直播, 2022-07-29 (1:13:09).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 影片, 2023-08-31 (28:04).
- ↑ 直播, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 訪談, 2023-07-09 (54:46).
- ↑ 直播, 2023-06-30 (1:45:22).
- ↑ 32.0 32.1
- ↑ Blog: Development Update with Village Node.
- ↑ 直播, 2023-08-31 (15:51).
- ↑ 35.0 35.1 訪談, 2023-07-09 (38:14).
- ↑ 36.0 36.1 訪談, 2020-03-27 (0:30).
- ↑ 影片, 2018-04-05 (41:48).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 39.0 39.1 直播, 2022-08-26 (1:10:16).
- ↑ 40.0 40.1 訪談, 2018-05-11 (57:02).
- ↑ 影片, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ 直播, 2018-05-04 (32:46).
- ↑
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 46.0 46.1 46.2
- ↑ 47.0 47.1 47.2 訪談, 2018-05-11 (50:47).
- ↑ 48.0 48.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 52.0 52.1 52.2 52.3 52.4 直播, 2017-11-17 (18:29).
- ↑ 53.0 53.1 53.2 53.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑