“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]]
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* [[Node sieges]]
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* [[Progression]]
  
 
{{Notes}}
 
{{Notes}}
  
 
[[Category:Nodes]]
 
[[Category:Nodes]]

2017年11月18日 (六) 17:07的版本

box warning orange.png此页面目前是草稿。
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

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[15]

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.[15]Jeffrey Bard

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]

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]

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