“Node advancement”的版本间差异
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{{Node advancement}} | {{Node advancement}} | ||
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+ | == Adaptive content == | ||
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+ | {{Adaptive content}} | ||
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+ | == See also == | ||
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+ | * [[Node development]] | ||
+ | * [[Node sieges]] | ||
+ | * [[Progression]] | ||
{{Notes}} | {{Notes}} | ||
[[Category:Nodes]] | [[Category:Nodes]] |
2017年11月18日 (六) 17:07的版本
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
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 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 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).
- ↑