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節點發展
玩家 (公民或非公民) 于节点的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]
- 第一阶段发展需时短,让玩家可以使用售卖、存放物品等 NPC 功能。[6]
- 节点等级愈高,其影响区域愈大。[7]
- 等级较低的节点 (即附庸节点) 即使位于等级较高的节点的影响区域内,仍会获得经验值,但其等级不会超越上级节点。[1]
- 附庸系统将在节点发展至
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 时生效,但相邻节点从
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1)便会限制邻近节点的发展。[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
Node development
节点布局与风格 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.[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
玩家最多可同时拥有每种房屋各一间。[44] 固定房屋和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[45] | 5[46] | 每服务器每名角色一间[47] |
个人土地房 | 开放世界[7] | 村庄阶段及以上[7] | 充足'[46] | 每个账号一座[47] |
固定房屋 | 节点内[7] | 村庄阶段及以上[7] | 8[46] | 每服务器每名角色一间[47] |
战利品公园
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.[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 访谈, 2020-07-18 (10:04).
- ↑ 11.0 11.1 访谈, 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).
- ↑ 访谈, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 24.0 24.1 访谈, 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).
- ↑
- ↑
- ↑ 访谈, 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 访谈, 2023-07-09 (38:14).
- ↑ 36.0 36.1 访谈, 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 访谈, 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 访谈, 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).
- ↑