“Node advancement”的版本间差异
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{{Node advancement}} | {{Node advancement}} | ||
+ | |||
+ | == Vassal nodes == | ||
+ | |||
+ | {{Vassal nodes}} | ||
+ | |||
+ | == Nodes == | ||
+ | |||
+ | {{Nodes}} | ||
+ | |||
+ | === Node atrophy === | ||
+ | |||
+ | {{Node atrophy}} | ||
+ | |||
+ | == Storyline quests == | ||
+ | |||
+ | {{Storyline quests}} | ||
+ | |||
+ | == Node development == | ||
+ | |||
+ | {{Node development}} | ||
+ | |||
+ | === Taxation === | ||
+ | |||
+ | {{Node taxes}} | ||
+ | |||
+ | == Player housing == | ||
+ | |||
+ | {{Player housing}} | ||
+ | |||
+ | {{Housing types}} | ||
+ | |||
+ | {{readmore|Player housing}} | ||
+ | |||
+ | == Trophy park == | ||
+ | |||
+ | {{Trophy park}} | ||
== Adaptive content == | == Adaptive content == | ||
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* [[Progression]] | * [[Progression]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:Nodes]] | [[Category:Nodes]] |
2019年6月2日 (日) 04:59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
附庸節點
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[2][9]
- A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) can control up to two
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) nodes. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) can control one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) and one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) can control an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) or an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1). If the
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) gets destroyed through a siege, its dependant
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) and
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) nodes are also destroyed.[15]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[16] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[17][18]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[18] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[20]
- Vassal nodes must remain at least one node stage below their parent node.[2]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[8][9]
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[20][2]
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[3]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[20] – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[2]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[2]
- Citizens of vassals are bound by the diplomatic states of the parent node.[2]
- If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[3] – Margaret Krohn
節點
每個伺服器都佈置了不同種類且可發展的地點,這些地點稱為節點。[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
節點衰退
節點 accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[3]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[11]
- There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[11] – Steven Sharif
#REDIRECT MediaWiki:Story arc quests/zh
故事任務 (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[30][31][32][33][34][35]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[32]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[30][31][33]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[36] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[33]
- There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[33] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[37]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[38]
Node development
節點佈局與風格 is determined by several factors:[39][40]
- 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.[41] – Steven Sharif
- Environment (biome) and location of the node.[41][39][40]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[42]
- 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.[42] – 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.[40] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[43][44][39][3][40][45][46]
- 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.[48] – Steven Sharif
- The rest is determined by the node's mayor.[40]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[49]
- 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.[49] – 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.[50][51]
- Amenities tax override.[50]
- Artisanship tax override.[50]
- Commerce tax override.[50]
- This may include taxes that apply to tavern games.[52][53]
- Property tax override.[50]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[54][55][56]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[57][58][59][60][61]
- 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.[59][60]
- Node tax rates will be visible on the world map by hovering over a node location.[62]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[20][56]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[20][63]
- 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.[63]
玩家房屋
玩家最多可同時擁有每種房屋各一間。[67] 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[68] | 5[69] | 每伺服器每名角色一間[70] |
個人土地房 | 開放世界[7] | 村莊階段及以上[7] | 充足'[69] | 每個帳號一座[70] |
固定房屋 | 節點內[7] | 村莊階段及以上[7] | 8[69] | 每伺服器每名角色一間[70] |
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.[71]
- Server announcements and achievements are designed to encourage groups to experience new content.[71]
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[73][74] This content adapts to the node progression of the zone it is in.[72][75]
- Additional buildings will spawn.[72]
- Additional mobs will spawn.[72]
- Different antagonists/leaders with different story lines.[72][75]
- Populations will change.[75]
- Content difficulty will change.[75]
- The content may be different altogether.[75]
- Additional quest hooks.[72]
- 地下城 will be unlocked when certain nodes advance to certain stages.[35]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[35]
- POI events are events that relate to specific points-of-interest (POI).[79]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[80]
- 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.[35]
其他
引用
- ↑ 1.0 1.1 1.2 直播, 2017-10-16 (50:20).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - The Basics.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 4.0 4.1 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 7.7 Node series part II – the Metropolis.
- ↑ 8.0 8.1
- ↑ 9.0 9.1 9.2
- ↑ 10.0 10.1 訪談, 2020-07-18 (10:04).
- ↑ 11.0 11.1 11.2 11.3 11.4 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, 2022-08-26 (1:07:34).
- ↑
- ↑ 直播, 2023-08-31 (52:56).
- ↑ 18.0 18.1 直播, 2022-08-26 (1:04:35).
- ↑
- ↑ 20.0 20.1 20.2 20.3 20.4 直播, 2022-08-26 (1:10:16).
- ↑ Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 訪談, 2018-08-24 (3:44).
- ↑ 27.0 27.1 直播, 2020-11-30 (37:16).
- ↑ 28.0 28.1
- ↑
- ↑ 30.0 30.1 直播, 2023-04-07 (58:39).
- ↑ 31.0 31.1 31.2 影片, 2023-03-31 (14:20).
- ↑ 32.0 32.1 影片, 2023-03-31 (12:47).
- ↑ 33.0 33.1 33.2 33.3 訪談, 2018-10-20 (2:36:25).
- ↑ 直播, 2018-01-18 (39:08).
- ↑ 35.0 35.1 35.2 35.3 35.4 MMOGames interview, January 2017
- ↑ 36.0 36.1
- ↑ 直播, 2021-03-26 (1:12:51).
- ↑ 直播, 2020-07-25 (1:50:20).
- ↑ 39.0 39.1 39.2 直播, 2020-10-30 (39:17).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 直播, 2018-09-27 (53:06).
- ↑ 41.0 41.1 直播, 2022-02-25 (41:00).
- ↑ 42.0 42.1 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).
- ↑ 48.0 48.1 訪談, 2018-05-11 (47:27).
- ↑ 49.0 49.1 直播, 2022-07-29 (1:13:09).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 50.6 50.7 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).
- ↑ 56.0 56.1
- ↑ Blog: Development Update with Village Node.
- ↑ 直播, 2023-08-31 (15:51).
- ↑ 59.0 59.1 訪談, 2023-07-09 (38:14).
- ↑ 60.0 60.1 訪談, 2020-03-27 (0:30).
- ↑ 影片, 2018-04-05 (41:48).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 63.0 63.1 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.
- ↑ 69.0 69.1 69.2
- ↑ 70.0 70.1 70.2 訪談, 2018-05-11 (50:47).
- ↑ 71.0 71.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 72.0 72.1 72.2 72.3 72.4 72.5 72.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 75.0 75.1 75.2 75.3 75.4 直播, 2017-11-17 (18:29).
- ↑
- ↑
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑