“Node advancement”的版本间差异
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2017年11月30日 (四) 21:56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
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[16][17] This content adapts to the node progression of the zone it is in.[15][18]
- Additional buildings will spawn.[15]
- Additional mobs will spawn.[15]
- Different antagonists/leaders with different story lines.[15][18]
- Populations will change.[18]
- Content difficulty will change.[18]
- The content may be different altogether.[18]
- Additional quest hooks.[15]
- 地下城 will be unlocked when certain nodes advance to certain stages.[19]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[19]
- POI events are events that relate to specific points-of-interest (POI).[23]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[24]
- 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.[19]
其他
引用
- ↑ 1.0 1.1 1.2 直播, 2017-10-16 (50:20).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 3.0 3.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 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 15.3 15.4 15.5 15.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 18.0 18.1 18.2 18.3 18.4 直播, 2017-11-17 (18:29).
- ↑ 19.0 19.1 19.2 19.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑