“Node advancement”的版本间差异

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== Trophy park ==
 
== Trophy park ==

2018年10月9日 (二) 20:34的版本

概念图 — 位于较高等级的节点的影响区域内时,节点的可发展等级会设有上限。[1] 影响区域的形状将会是不规则,图中的圆形只用于方便解说。

从第三阶段起,节点升级时,邻近的节点会被纳入成附庸节点。附庸节点是由上级节点拥有,且等级必须低于上级节点一级。这代表上级节点升级后,附庸节点才能升级。附庸节点会提供大量经验给其上级节点,且同时可以有自己的附庸节点,但条件是这些节点也位于其上级节点的影响区域内。附庸节点受上级节点的政府、同盟、战争、税务和贸易影响,且可以获取联邦援助。附庸节点不能对上级节点或自己的附庸节点宣战。附庸节点的公民亦受上级节点的外交状态约束。[2]Margaret Krohn

玩家 (公民或非公民) 于节点影响区域内进行活动 (任务采集团队战斗等) 时,将有助该节点发展提升节点至更高阶段[3][4]

随着节点发展,其发展区域将会是出现文明的地方。节点发展至不同阶段时,其发展区域内将会出现不同的建筑物、NPC 和服务。节点等级愈高,发展区域便会变得愈繁盛,人口亦会变多。发展区域也会根据节点种类 (经济、军事、科技、神圣) 而变化。未来我们将会更详细介绍每种节点种类。[3]Margaret Krohn

随着节点发展,将会有独特游戏内容解锁,但其影响区域会同时扩大,限制相邻节点的可发展等级[5]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 时生效,但相邻节点

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1)便会限制邻近节点的发展。[8][9]

  • 游戏的领土扩张算法会考量最邻近的海岸、相邻节点、以及过去数周或一个月周边地区玩家的热图。[10]
    • 此算法计算领土 (影响区域) 扩张的方法,最终会导致两个相同等级的节点位置邻近,但机会很小。[11]

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

  • 影响区域内的其他节点达到等级上限后,才会从这些节点获得经验值。[1]
  • 玩家在节点升级时,与新出现的建筑物处于同一位置的话,会被传送至安全场所。[12]
  • 某节点的公民仍可以协助其他节点发展。[13]
  • 为了避免出现“为做而做”的情况,玩家不会明确知道节点升级实际需要多少物品或击死多少只怪物[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

节点

Pre-alpha 大都会 node.[7]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[15]

每个服务器都布置了不同种类且可发展的地点,这些地点称为节点[4]

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[2]Margaret Krohn

Node development

⧼{{{2}}}⧽]] (阶段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[2]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[3]Margaret Krohn

节点布局与风格 is determined by several factors:[24][25]

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.[26]Steven Sharif
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.[27]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.[25]Jeffrey Bard
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.[33]Steven Sharif
  • The rest is determined by the node's mayor.[25]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[34]
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.[34]Steven Sharif

Taxation

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[35]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[35]Chris Justo

市长 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.[35][36]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[48][49]

  • 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.[49]

玩家房屋

Pre-alphaEmpyrean 族个人土地房家宅[50]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[51]

玩家房屋有三种:固定房屋公寓个人土地房[7]

玩家最多可同时拥有每种房屋各一间。[53] 固定房屋公寓为每服务器一间〕﹔个人土地房为每账号一座。

玩家房屋 种类 解锁条件 起始数目 拥有限制
公寓 独立区域[7] 村庄阶段及以上[54] 5[55] 服务器每名角色一间[56]
个人土地房 开放世界[7] 村庄阶段及以上[7] 充足'[55] 每个账号一座[56]
固定房屋 节点内[7] 村庄阶段及以上[7] 8[55] 服务器每名角色一间[56]

Read more...

战利品公园

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。

战利品公园 is an area within Town, City or 大都会 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.[57]

  • Server announcements and achievements are designed to encourage groups to experience new content.[57]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[58]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[58]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[59][60] This content adapts to the node progression of the zone it is in.[58][61]

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.[62]

其他

引用

  1. 1.0 1.1 1.2 直播, 2017-10-16 (50:20).
  2. 2.0 2.1 2.2 2.3 Blog - Know Your Nodes - The Basics.
  3. 3.0 3.1 3.2 3.3 3.4 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 A reactive world - Nodes.
  5. 影片, 2017-04-20 (0:02).
  6. Npc vending.jpg
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Node series part II – the Metropolis.
  8. steven-quote-neighboring-nodes.png
  9. jahlon-steven-vassal-nodes-quote.png
  10. 10.0 10.1 访谈, 2020-07-18 (10:04).
  11. 11.0 11.1 访谈, 2020-07-08 (1:00:15).
  12. 直播, 2017-11-17 (55:27).
  13. node xp.png
  14. 14.0 14.1 直播, 2017-05-26 (28:16).
  15. Node series part I
  16. Ashes of Creation - Screenshots.
  17. Blog: 10 facts about castle sieges in the MMORPG.
  18. castle nodes.png
  19. Podcast, 2018-04-23 (15:14).
  20. 访谈, 2018-08-24 (3:44).
  21. 21.0 21.1 直播, 2020-11-30 (37:16).
  22. 22.0 22.1 alpha-1-nodes.png
  23. alpha-1-zoi.png
  24. 24.0 24.1 24.2 直播, 2020-10-30 (39:17).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 直播, 2018-09-27 (53:06).
  26. 26.0 26.1 直播, 2022-02-25 (41:00).
  27. 27.0 27.1 直播, 2021-02-26 (1:12:18).
  28. 直播, 2022-03-31 (4:57).
  29. Podcast, 2021-04-11 (29:47).
  30. 访谈, 2018-05-11 (54:34).
  31. 直播, 2017-05-26 (21:23).
  32. Podcast, 2021-04-11 (23:36).
  33. 33.0 33.1 访谈, 2018-05-11 (47:27).
  34. 34.0 34.1 直播, 2022-07-29 (1:13:09).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 影片, 2023-08-31 (28:04).
  36. 直播, 2020-03-28 (1:03:38).
  37. steven-tavern-games-1.png
  38. steven-tavern-games-2.png
  39. 访谈, 2023-07-09 (54:46).
  40. 直播, 2023-06-30 (1:45:22).
  41. 41.0 41.1 Tax spending.png
  42. Blog: Development Update with Village Node.
  43. 直播, 2023-08-31 (15:51).
  44. 44.0 44.1 访谈, 2023-07-09 (38:14).
  45. 45.0 45.1 访谈, 2020-03-27 (0:30).
  46. 影片, 2018-04-05 (41:48).
  47. 直播, 2023-09-29 (1:11:22).
  48. 48.0 48.1 直播, 2022-08-26 (1:10:16).
  49. 49.0 49.1 访谈, 2018-05-11 (57:02).
  50. 影片, 2017-05-25 (1:07).
  51. About Ashes of Creation.
  52. 直播, 2018-05-04 (32:46).
  53. player housing limits.png
  54. Steven Sharif - Clarification points from today’s stream.
  55. 55.0 55.1 55.2 steven-housing-numbers.png
  56. 56.0 56.1 56.2 访谈, 2018-05-11 (50:47).
  57. 57.0 57.1 Podcast, 2018-08-04 (1:35:58).
  58. 58.0 58.1 58.2 58.3 58.4 58.5 58.6 直播, 2021-03-26 (50:33).
  59. 直播, 2021-03-26 (22:53).
  60. 直播, 2017-11-17 (36:22).
  61. 61.0 61.1 61.2 61.3 61.4 直播, 2017-11-17 (18:29).
  62. 62.0 62.1 62.2 62.3 MMOGames interview, January 2017
  63. steven-pois.png
  64. steven-dungeons.png
  65. 直播, 2020-07-25 (46:08).
  66. 直播, 2022-04-29 (40:21).
  67. jindrack-pois.png