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“Nodes”的版本间差异
标签:撤销 |
小 (Text replacement - "Scientific node" to "Academic node") |
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{{Nodes}} | {{Nodes}} | ||
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+ | == Node types == | ||
{{Node types}} | {{Node types}} | ||
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{{Military node benefits}} | {{Military node benefits}} | ||
− | === | + | === Academic node benefits === |
+ | |||
+ | {{Academic node benefits}} | ||
− | {{ | + | == Node citizenship == |
+ | |||
+ | {{Citizenship}} | ||
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+ | === Citizenship benefits === | ||
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+ | {{Citizenship benefits}} | ||
== Zone of influence == | == Zone of influence == | ||
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{{Zone of influence}} | {{Zone of influence}} | ||
− | == Node advancement == | + | === Node simulation === |
+ | |||
+ | {{Node simulation}} | ||
+ | |||
+ | === List of nodes === | ||
+ | |||
+ | {{Node locations}} | ||
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+ | == Node stages == | ||
+ | |||
+ | {{Node stages}} | ||
+ | |||
+ | === Node advancement === | ||
{{Node advancement}} | {{Node advancement}} | ||
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{{Vassal nodes}} | {{Vassal nodes}} | ||
+ | |||
+ | === Adjacent/Neighboring nodes === | ||
+ | |||
+ | {{Adjacent nodes}} | ||
=== Zones and progression === | === Zones and progression === | ||
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{{Node atrophy}} | {{Node atrophy}} | ||
− | === | + | == Node governments == |
+ | |||
+ | {{Node governments}} | ||
+ | |||
+ | === Mayors === | ||
+ | |||
+ | {{Mayors}} | ||
+ | |||
+ | === Node elections === | ||
− | {{ | + | {{Node elections}} |
− | === | + | === Leadership powers === |
− | {{ | + | {{Node leadership powers}} |
− | === | + | === Node taxes === |
+ | |||
+ | {{Node taxes}} | ||
+ | |||
+ | === Node wars === | ||
+ | |||
+ | {{Node wars}} | ||
+ | |||
+ | === Internal conflict === | ||
+ | |||
+ | {{Node politics}} | ||
+ | |||
+ | === Alliances === | ||
+ | |||
+ | {{Alliances}} | ||
+ | |||
+ | == Node quests == | ||
+ | |||
+ | === Commissions === | ||
+ | |||
+ | {{Commissions}} | ||
+ | |||
+ | === Mayoral commissions === | ||
+ | |||
+ | {{Mayoral commissions}} | ||
+ | |||
+ | == Node reputation == | ||
+ | |||
+ | {{Node reputation}} | ||
+ | |||
+ | == Node buildings == | ||
− | {{ | + | {{Service buildings}} |
− | == Node | + | === Node layout and style === |
{{Node development}} | {{Node development}} | ||
− | === | + | === Racial influences === |
− | {{ | + | {{Racial influences}} |
− | === | + | === NPC racial interaction === |
− | {{ | + | {{NPC racial interaction}} |
− | + | === Unique node buildings === | |
{{Unique node buildings}} | {{Unique node buildings}} | ||
− | === | + | === Reliquary === |
+ | |||
+ | {{Reliquary}} | ||
+ | |||
+ | === Node building destruction === | ||
− | {{ | + | {{Node building destruction}} |
== Player housing == | == Player housing == | ||
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{{Real estate}} | {{Real estate}} | ||
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== Node sieges == | == Node sieges == | ||
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{{Node destruction}} | {{Node destruction}} | ||
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==== Impact on player housing ==== | ==== Impact on player housing ==== | ||
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{{Freehold destructibility}} | {{Freehold destructibility}} | ||
− | + | === Node redevelopment === | |
{{Node redevelopment}} | {{Node redevelopment}} | ||
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== Underrealm nodes == | == Underrealm nodes == | ||
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{{Patron guilds}} | {{Patron guilds}} | ||
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== Sharemarkets == | == Sharemarkets == | ||
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{{Sharemarkets}} | {{Sharemarkets}} | ||
− | == | + | == Visuals == |
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{{#dpl:category = {{ROOTPAGENAME}} | {{#dpl:category = {{ROOTPAGENAME}} | ||
− | |mode | + | |mode = gallery |
− | |namespace= file | + | |noresultsheader = - None - |
+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦nocontrols¦class="image" link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
+ | |order = descending | ||
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}} | }} | ||
2024年4月9日 (二) 23:35的最新版本
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.[8] – Margaret Krohn
節點種類
據點會被分配為四種據點種類的其中一種,不同種類的據點都會有其獨特的專業。[8]
- 玩家能夠在據點發展成第一階段(Expedition)時,透過辨別據點內的NPC從而識別該據點的種類。[13]
據點種類.[8] | 獨有專業[8] | NPCs.[8] |
---|---|---|
神聖據點 | 信仰和技能/裝備強化 | 牧師 |
經濟據點 | 交易和商貿 | 商人 |
軍事據點 | 戰鬥和職業訓練 | 守衛 |
科技據點 | 工匠和建築 | 學者 |
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[14]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[8] – Margaret Krohn
節點優勢
每種節點發展成第六階段 (大都會) 時,也會解鎖一個超能力 (絕招)。[14]
神聖節點優勢
神聖節點發展成
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6)時,將解鎖預先建設於其地底的「巨型地下墓穴」地下城,通往其神聖附庸節點。 墓穴內將棲息着具有獨特戰利品表的獨特頭目。[16]
經濟節點優勢
經濟節點發展成大都會時,將解鎖超能力: 經濟鏈結,能與其他擁有此超能力的經濟節點分享拍賣場的買賣情況。[14]
- 超能力最多可以鏈結兩個經濟大都會。[17]
- 經濟大都會鏈接後,玩家便有可能可以統一維拉各個拍賣場的買賣價格。[14]
- 透過鏈結經濟,玩家可以競標對方拍賣場的物品。[14]
- 經濟鏈結也可以用於將節點與其附庸經濟節點鏈接。[14]
Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[14]
The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[14]
軍事節點優勢
軍事節點可解鎖賞金獵人,以及減少腐化持續時間。[18][19]
Academic node benefits
- 附庸節點的公民可以來回傳送到其大都會節點。
This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[20]
節點公民權
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[23]
We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[23] – Jeffrey Bard
玩家可以申請成為
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3)或以上的節點公民。[18]
- A player can only claim citizenship to one node at a time.[24]
- Only one citizenship may be declared per account, per server.[25][26][27]
- This may have changed to one citizenship per account.[28]
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[25]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[25]
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[27] – Steven Sharif
Changing citizenship has a cooldown of two weeks.[22]
- This applies to players who renounce their citizenship in a node.[25]
- 玩家房屋 ownership is not affected by citizenship changes.[29]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[30] – Steven Sharif
Players can interact with the node board to get a list of citizens of the node.[31]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[31]
A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[32]
Citizenship benefits
節點公民權 grants a number of benefits.[18]
- Reduced fees for node services.[33][34]
- Reduced tax rates.[33][34]
- Access to the node's reliquary.[33][34][35]
- Access to exclusive unique vendors based on the node's type.[33][34]
- Access to merchants that offer specific types of enhancement stones or stat migrations.[35]
- For example there may be merchant tables that only citizens have access to. Those merchant tables might relate to specific types of enhancement stones or specific type of stat migration abilities. You might have access to mundane crafting benches but the upper-tier crafting benches are for citizens. Citizens only have access to the reliquary and the achievements that the node has from its citizens nearby areas and content like raid bosses that they might kill. They may have a weekly allotment of what specific type of core material they can access from the reliquary and only citizens can do that... You might have access to certain types of buffs that occur during like events; and only citizens can have access to those types of buffs. There are obviously going to be title structures within organizations, within religions and stuff that relate to these events and procedures that only citizens can be part of. That title structure for that specific node.[35] – Steven Sharif
- Access to limited functions and service buildings within the node.[35]
- Access to upper-tier crafting benches.[35]
- Access to buffs from certain events.[35]
- Access to titles.[35][18]
- Access to organizations and religions.[35]
- Participation in the node’s government (voting or running for office).[18]
- Other stated benefits include: Reputation, Honor, Loyalty, Merit.[18]
Non-citizens will have access to generic node services, mundane crafting benches, and standard rewards from node quests.[35]
- There are limited functions and services that non-citizens can gain access to as a result. Obviously you want to attract traffic. You want to attract commerce. You want to track taxation. That's possible because those are the means by which the node continues to grow; and in order for that to be attractive you must offer it to non-citizens alike... We don't want to necessarily be super lockout on content per-se, so most quest-lines are still going to be accessible from non-citizens and citizens alike, however the reward tables for those quests might be higher for citizens. You may have additional rewards that be granted based on quest completion and progression.[35] – Steven Sharif
影響區域
每個節點都有預設的影響覆蓋範圍,稱為影響區域。玩家在影響區域內的活動將影響該區節點的發展。[2]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[36] – Jeffrey Bard
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[2]
There is not a space where you will move in to do something and no node will get that experience.[38] – Steven Sharif
- 地底節點與位於其正上方的節點屬於相鄰節點,但不屬於同一影響區域。[39][40][41]
- 大都會的影響區域將覆蓋多達五分之一的世界。該影響區域的邊境內會有多個附庸節點,最終或會看起來像一個國家或民族。[42]
Node simulation
The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[43]
- This simulates how nodes advance and expand their zones of influence over surrounding nodes.[43]
You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[43] – Steven Sharif
- It also simulates events, such as NPCs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[43]
It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[43] – Steven Sharif
- 節點戰 are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[43]
It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[43] – Steven Sharif
- It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZOI across a waterway, or having territories expand out to islands or across continents.[43]
It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[43] – Steven Sharif
List of nodes
節點階段
節點有七個 (7) 發展階段,每階段也有升級所需經驗值。節點集滿經驗值後,就可以發展成下一階段。[8]
節點階段[4] | 圖示 | 別名[45] | 發展所需時間[4] | 玩家房屋[46] | |
---|---|---|---|---|---|
0. | 曠野 | - | |||
1. | 遠征 | 十字路口 (Crossroad) | 數小時 | - | |
2. | 營地 | 野營 (Camp) | 許多小時 | - | |
3. | 村莊 | - | 數天 | 小型房屋 | |
4. | 市鎮 | - | 許多天 | 中型房屋 | |
5. | 城市 | - | 數週 | 大型房屋 | |
6. | 大都會 | 都會 (Metro) | 許多週 | 宅邸 |
節點發展
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。[44][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。[44] – 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。[48]
- 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。[49]
- 節點等級愈高,其影響區域愈大。[1]
- 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。[47]
- 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。[50][51]
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.[52] – 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.[53] – 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。[47]
- 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。[54]
- 某節點的公民仍可以協助其他節點發展。[55]
- 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。[56]
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.[56] – Steven Sharif
附庸節點
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][51]
- 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.[57]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[58] – 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.[59][60]
- 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.[60] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[62]
- Vassal nodes must remain at least one node stage below their parent node.[8]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[50][51]
- 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.[62][8]
- 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.[44]
- 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.[62] – 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.[8]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[8]
- Citizens of vassals are bound by the diplomatic states of the parent node.[8]
- 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.[44] – Margaret Krohn
相鄰節點
Adjacent nodes (Neighboring nodes) starting from
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) may block (lockout) the growth of their immediate neighbors.[50][51]
- 附庸節點 must remain at least one node stage below their parent node.[8]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) and
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) nodes are technically not vassal nodes as they do not support citizenships. If their parent
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node is destroyed by a node siege, these nodes are also destroyed.[57]
區域與發展
地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[63][64][8]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[65]
- We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[66] – Steven Sharif
世界管理員
The 世界管理員 is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[67]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[68] – Steven Sharif
- Prices of glint.[69]
- A heatmap of experience being gained to apply to node advancement.[69]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[52]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[53]
- Transit of resources and goods between regions to drive quest rewards for nodes.[69]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[69] – Steven Sharif
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.[44]
- 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.[53]
- 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.[53] – Steven Sharif
Node governments
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[72][71][73][18]
There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[72] – Steven Sharif
- 市長.[74]
- Priests, bishops, or acolytes of temples.[72][75][73]
- Social organization positions.[72]
- Patron guild leaders.[73]
- Chief bounty hunter.[73]
市長
市長 are chosen through different election methods according to the node's type.[1][8]
- Only node citizens may be elected mayor.[26]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[78]
- Kings and Queens can also become a mayors.[26]
- Mayoral leadership powers are granted via the use of mandates.[77][74]
- Players will be able to view a historical listing of mayors of a node.[79]
節點選舉
Once a node has reached
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) there will be a one week cooldown period before node elections begin.[81]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[81]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[81]
- 節點戰 may not be declared for 21 days following a node advancing to any stage.[82]
- This was previously stated to apply only to nodes advancing to
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3), not higher stages.[83]
節點選舉 occur on a monthly basis.[81][84]
- Election notices will be mailed to the accounts of citizens.[31]
- Only citizens of a node may participate in its elections.[18]
- Only node citizens may be elected mayor.[26]
- A king or queen can also become a mayor.[26]
領袖能力
Mayoral leadership powers are granted to mayors via the use of mandates.[77][74]
- Initiate buy orders using gold from the node treasury.[33][85][86][87]
- Initiate mayoral commissions to aid node development.[33][88][86][77][89][18]
- Adjust node taxes.[33][77][90] This includes setting tax rates that apply to tavern games.[91][92]
- Tax money may only be used to fund node development.[93]
- Initiate service building construction and expansions.[33][77]
- Improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.[89][94][95][96][18]
- Hiring mercenary NPCs to defend the node during sieges.[97][18]
- Set a message-of-the-day for the node.[98]
- Proposing node policies that are voted on by citizens.[99][100][89]
- Mayors won't have formal systems to carry out surveys/polls of node citizens, but they will be able to utilize node citizen chat or message-of-the-day services.[98]
- Mayors may have special color names in node chat channels.[98]
- Entering into trade agreements with other nodes.[33][99][101]
- Mayors cannot denote players as enemies of the state.[103] Previously this was a potential option.[101][104]
- Mayors are notified when their node is named on a siege declaration scroll.[105]
- Mayors and lords of castles have spells they can use on the battlefield with high effect and long cooldowns for their teams.[106]
- Mayors gain new powers and responsibilities as their node advances.[8]
- Some leadership powers are specific to node type, biome, or dominant race, others are universal.[108]
- There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[108] – Chris Justo
- If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[110][111]
- Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
- A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[110] – Steven Sharif
節點稅務
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.[116][90]
- Amenities tax override.[116]
- Artisanship tax override.[116]
- Commerce tax override.[116]
- This may include taxes that apply to tavern games.[91][92]
- Property tax override.[116]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[117][118][93]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[33][34][119][120][30]
- 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.[119][120]
- Node tax rates will be visible on the world map by hovering over a node location.[121]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[62][93]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[62][122]
- 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.[122]
節點戰爭
Node governments may declare war on another node and rally citizens to the cause.[89][101]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[123]
- 附庸節點 cannot declare a node war on their parent node or any of their vassals.[8]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[124]
- Players can kill each other at any time during the war (not only during server prime-time).[124]
- Node wars affect reputation between the nodes.[33][99]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[30] – Steven Sharif
內部衝突
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[125]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[126]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[126] – Steven Sharif
同盟
Ashes of Creation may have specific content that revolves around 同盟.[127]
- 成長 pathways within alliances.[127]
- 行会 sharing common services with alliance members.[127]
- Node alliances.[128][127]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[127] – Steven Sharif
Node quests
Commissions
Commissions (previously called Tasks) are simple types of system-generated quests with singular objectives that enable characters and nodes to gain XP.[131][129][132][133][134][135][136][137]
- Commissions are posted on commission boards in nodes, which refresh approximately every 30 minutes (subject to change based on Alpha-2 testing). Everybody in the node can see and access the commissions relevant to their level and node reputation.[138][131][139][140][129]
- Everyone sees the same commissions relevant to their level range. Some commissions you see are more rare than others and will require sufficient reputation within the node in order to accept.[138] – Steven Sharif
- Commissions fall into categories based on node type, buildings constructed, social organizations, religions, and node policies.[141]
- Node commissions have dedicated commission slots that are categorized by such things as; node type, buildings constructed, social org, religion and policy.[141] – Steven Sharif
- Commissions are assigned rarities, which scale the rewards for their completion. More developed nodes will offer rarer commissions that are available to players with sufficient node reputation.[138][131][129]
- The rewards basically grow quite a lot depending on the rarity of the commission that gets dealt; and these get dealt for everybody... You can improve your chances of getting rare commissions for your node depending on how you develop your node.[129] – Skott B
- Commissions respond to (and can influence) different conditions in the world, such as weather, time of day, story arcs, and events. Commissions (along with other Node systems) attempt to lead players into areas where relevant content can be found.[139][140]
- Every 30 minutes or so the board will refresh. The server will query a bunch of different information about the world; and this is from ranging from story arcs that are active, story arcs that have been completed, weather, time of day- a whole bunch of different range of factors. The board will attempt to deliver commissions that are relevant to these areas and they will try to lead you into areas where more content can be found.[140] – Tyler Carroll
- Player characters may only have 20 active commissions at one time (subject to change based on Alpha-2 testing). This does not include other quest types, such as side quests, or story arc quests.[142]
- The types of commissions available in a node will be representative of the identity of that node, such as its social organizations, religious organizations, and node policies.[143]
- Q: Will commissions include tasks or quests that are reflective of the node type that they are issued in, or the nodes affiliation with a specific social organizations?
- A: Yes. The answer is yes. Nodes will reflect the theming that the node has and that theming can be influenced by things such as the identity of the node from a node type perspective, what social organizations, what religious organizations, even what policies the node has chosen to enact. Those will all be represented in the types of commissions that the node has to pull from; and so in that way you are solidifying the identity of that node; and again the dynamic state of the world that gets represented.[143] – Steven Sharif
- Commissions are similar to mayoral commissions but they are system-generated rather than initiated by 市長.[134]
- Mayoral commissions are specifically chosen by the mayor, which is similar to the regular commission system, but that system is more system generated.[134] – Chris Justo
Mayoral commissions
Mayoral commissions are simple types of quests with singular objectives that are able to be initiated by mayors.[33][88][86]
- Mayoral commissions cost gold from the treasury for the mayor to initiate.[33][88]
- There are a limited number of commission slots available to be set by the mayor at any one time.[134][88]
- Access to commissions is based on node type, location, building choices, and predominant node race.[33][88]
- There will be a cap to the number of commissions that can be accepted by a single player.[134]
- Completing mayoral commissions will reward the node with node commodities, node-to-node reputation, mandates, and temporary buffs to buildings or zones.[33][88]
- Players will receive experience, node reputation, node currency, and other miscellaneous rewards.[33][88][86]
- Mayoral commissions can be conducted by both citizens and non-citizens, but only citizen contribution will generate mandates for the node.[134][88]
- Mayoral commissions are similar to commissions, which are system-generated quests that enable characters and nodes to gain XP.[133][134]
- Q: Is participation always going to be greater for larger nodes by default, or can a small node with close to 100 participation still greatly benefit from them?
- A: That's gonna come down to what commissions the mayor is initiating. Level three nodes aren't going to be initiating mayoral commissions that require thousands of players to participate, because they don't have access to those; where Metropolises that have a huge citizenship base will get access to those kinds of commissions. So the rewards will be proportionate to the node level and the expected amount of citizens.[146] – Chris Justo
Node reputation
Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[131][147][148]
- Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[131] – Steven Sharif
- Node reputation applies to both node citizens and non-citizens.[131]
- Excessive negative reputation may cause a character to be deemed enemy of the state of a node.[148]
- Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[148]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[148] – Steven Sharif
Certain NPCs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[149][150][148][151]
- Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[147][148]
- Higher node reputation can unlock rarer commissions.[131]
- NPC 守衛 will kill corrupted players on sight.[152]
- Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[147] – Steven Sharif
- NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[153]
節點建築
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[33][154][155][156][157][158][159] Service buildings are further broken down into two main types:[33][154]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[33][154]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[33][154]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[160] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[33][154]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[59][157]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[161][162]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[33][163]
節點佈局與風格
節點佈局與風格 is determined by several factors:[164][165]
- 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.[166] – Steven Sharif
- Environment (biome) and location of the node.[166][164][165]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[167]
- 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.[167] – 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.[165] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[168][169][164][44][165][170][171]
- 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.[173] – Steven Sharif
- The rest is determined by the node's mayor.[165]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[174]
- 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.[174] – Steven Sharif
種族影響
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[168][176][44]
- 裝備外觀 of certain armor sets is influenced by the player's race.[168]
- 節點佈局與風格 is influenced by the race that contributes the most to that node.[168]
- There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[177] – Steven Sharif
NPC 種族互動
- NPCs will react differently to different character races.[178]
- Languages will be distinct between NPC 種族 and in the lore.[168]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[179]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[179] – Steven Sharif
專屬建築
Each node type has a unique service building associated with it that can be activated at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) of node advancement.[160] The unique building plays a central role in the progress of civilization for a server.[14]
聖物之泉
The reliquary is a node building in Ashes of Creation that is used to house relics.[183][184][185]
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.[186]
- Benefits will also be conferred to those who capture, steal or sabotage relics held the reliquary.[186]
- Access to the material components of the relics stored in a node's reliquary is granted to registered attackers after successfully destroying that node in a node siege, even though they are not citizens of that node.[184][185]
- When the node is destroyed, the reliquary's contents become available for spoil amongst the attackers; and now even though they weren't citizens might have access to what they wouldn't have access to before, because they weren't a citizen. They'll have access to grab a number of those instances of that material and that's going to be an important aspect because relics are going to be important as part of the whole crafting scheme. So this incentivizes- it acts as an incentive for players to want to engage and battle with these nodes and try to take what they have.[184] – Steven Sharif
Node building destruction
節點建築 (including player housing) have hit points and can be damaged or destroyed by different systems.[162][189]
- NPC-driven events that are a response to story arcs or node atrophy.[162]
- 節點戰 and node wars.[162]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[188]
- Hazardous events such as tornadoes or hurricanes.[190][162]
- 市長 have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[33][163]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[33][163] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[33][163] Any NPCs or services offered by that building will not be available until the building is repaired.[156][189]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[33][163][162][189][191]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[33][163][162]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[162]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[162] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[192][193][194][189][195][196]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[197] Furnishing and decorations are retained and can be placed again later.[197][198][199]
玩家房屋
玩家最多可同時擁有每種房屋各一間。[203] 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[1] | 村莊階段及以上[204] | 5[205] | 每伺服器每名角色一間[206] |
個人土地房 | 開放世界[1] | 村莊階段及以上[1] | 充足'[205] | 每個帳號一座[206] |
固定房屋 | 節點內[1] | 村莊階段及以上[1] | 8[205] | 每伺服器每名角色一間[206] |
固定房屋
固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[1]
- Players are able to purchase small one room houses (cottages) starting at the
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[1][205]
- There will be 8 cottages available for purchase at the village stage.[205]
- The amount of static housing increases as a normal part of node advancement.[204]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[208]
- 酒館 and Player shops are not tied to in-node housing.[209]
公寓
公寓 provide instanced player housing functionality on a rental basis.[210][1]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[33][34][210][205][1]
- The number and sizes of available apartments increases as a normal part of node advancement.[210][204]
- It is estimated that the number of apartments available in a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[210]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[1]
- Different price points offer different apartment sizes and types, such as penthouses.[34][1]
- It was previously stated that apartments would be available at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or above.[1]
- The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[204] – Steven Sharif
個人土地房
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[1]
地產買賣
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[218][216][219][18][1]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[220] Currently freeholds may be acquired via auction.[221][222][223][224][225][226]
- Housing will have a base price that scales with the number of citizens in the node.[227]
- There is no cap on the price of player-originated housing sales.[209]
- In-node housing will be at a premium, and is expected to be hotly contested.[1]
- The more apartments that have been purchased in a node, the higher the price scales.[228]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[197]
- Freehold plots may be purchased from and sold to other players,[218][229] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[221][222][223][224][225][226][230][231]
- We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[229] – Steven Sharif
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[227]
- Players will not be able to exceed their allotment of housing in the game.[235]
- Rental and leasing concepts are under consideration.[235]
節點戰
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[44] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[4]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[4]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[237]
- Death penalties do not apply to objective-based events such as node sieges.[238]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![239] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[240]
摧毀節點
Nodes can be destroyed starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) following a successful siege against that node.[44]
- It is a normal process of the world to see PvP be a catalyst for change. That is one of the defining elements of our world building approach and being a PvX game is that PvE builds the world and PvP changes the world; and as these nodes get destructed this should be a normal habit that players are accustomed to seeing that landscape changing over time, because it is the breath of renewal that then is allowed as a result of that action.[241] – Steven Sharif
- Players lose their node citizenship after their node is destroyed without entering into a cooldown period.[241][25][44]
- Node destruction may prevent some quests from being completed.[242]
- After a node is destroyed, the footprint of the node will enter a ruined state and will become an open PvP zone for a number of days equal to the node's level. These ruins consist of a debris field of treasures that are lootable by certain players.[192][193][194][189][195][196]
- Which players get to loot the debris field during this period is currently under discussion by the developers.[243] Previously it was stated that any player could loot the debris field.[193] Before that it was stated that only attackers who participated in the siege will have exclusive looting rights.[244]
- Any loot remaining after this period will be open for anyone to loot.[244]
- After a number of days equal to the destroyed node's level, the node will revert back to stage 0 (wilderness) and any modified terrain will revert back to its original state.[193][245][246]
- Those are like open-world battlegrounds that spawn on the footprint of the node after a successful siege. And these are opportunities that previous defenders have to salvage certain materials and/or equipment from the destroyed node, or that attackers have to do the same. And there's interact points that live within that environment that take time in order to interact with, which makes those individuals susceptible to potential ganking or fighting. And you can control those areas; and that exists for some period of time. It's like an open-world arena system.[192] – Steven Sharif
- Treasures in the debris field will take time and tools to uncover.[192][193]
- The warehouse debris will contain a portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node.[193][194][189][195][196]
- The reliquary debris will contain a stockpile of shards of the relics that were stored there.[247][193][194][184][185]
- The town hall debris might contain tax-oriented certificates that were held within the vaults and in the treasury.[194]
- The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[194]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable. These are not lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[189]
對玩家房屋的影響
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[221][198][199]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[221][44][198][199]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[248]
對節點房屋的影響
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[198]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
對公寓的影響
公寓 may be destroyed in the following circumstances:[198]
- If their building was destroyed during a node siege, even if the siege was not successful.[191][198]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[249]
- If a mayor built extra apartment buildings at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or higher and the Node deleveled below that stage.[198]
對個人土地房的影響
個人土地房 may be attacked by any player for a period of two hours following a successful siege against its parent node.[250][251][44][252] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[221]
- Players and their allies may defend their freehold for this period of time.[252]
- Structures and guards may be obtained to defend freeholds during this period.[252]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[221]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[251][44]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[251]
- At the end of the grace period, if the freehold does not reside within the ZOI of a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node or above, it will be destroyed.[221][44][251][253]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[44] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[254] – Steven Sharif
節點重建
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[164][255]
- Different races becoming primary contributors.[164][255]
- Design elements determined by different governments.[164][255]
- Reactions and interactions with other nodes in the world.[164][255]
地底節點
地底節點 and nodes directly above them are considered adjacent but do not exist in the same ZOI.[39][40][41]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[40]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[40]
That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[40] – Steven Sharif
- Caravan routes will go underground.[256]
- 節點戰 occur in the usual manner.[257]
- There will be underrealm Metropolises.[258]
沿海/島嶼節點
There will be nodes along the coast and on islands.[260]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[260]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[261]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[262]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[263][264][265]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[263] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[266][267]
海底節點
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[268]
- There won't be nodes underwater or in the water.[260]
贊助公會
贊助公會 unlock the following benefits for their members.[269]
- Emblems can be applied to guild armor that can be purchased from the node.[269]
- Participation in the node's stock market.[269]
- Ability to participate in specific guild-based missions that will progress the guild's leveling and development.[269]
- Allocation of guild points to unlock specific node abilities for guild members.[269]
- Ability to claim an in-node guild hall. These have different perks and benefits to halls placed on freehold plots.[269]
- - Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[270]
Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[271]
- Villages and lower do not have patron guilds.[271]
- Towns can have up to 1 patron guild.[271]
- Cities can have up to 2 patron guilds.[271]
- Metropolises can have up to 3 patron guilds.[271]
股票市場
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in 節點, 行会 and 社会组织.[272][273][274]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[274]
- This is a planned feature for the launch of Ashes of Creation.[272]
- The value of stocks is influenced by world events and the performance of nodes, 社会组织 or guilds.[275]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[274]
- There is no regulatory commission to restrict the purchase and sale of stocks.[275]
视觉效果
2024-03-03 2023-09-21 2023-09-19 2023-09-13 2023-09-05 2023-09-04 2023-09-04 2023-09-04 2021-09-25 2017-10-24 2017-10-12
社群指南
其他
引用
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Node series part II – the Metropolis.
- ↑ 2.0 2.1 2.2 2.3 Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 A reactive world - Nodes.
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 Blog - Know Your Nodes - The Basics.
- ↑ 訪談, 2018-08-24 (3:44).
- ↑ 10.0 10.1 直播, 2020-11-30 (37:16).
- ↑ 11.0 11.1
- ↑
- ↑ 13.0 13.1 直播, 2017-05-04 (15:15).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Know Your Nodes: Economic Node Type.
- ↑ Blog: Creative Director's Letter
- ↑ 訪談, 2021-06-13 (56:35).
- ↑
- ↑ 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 MMOGames interview, January 2017
- ↑
- ↑ 20.0 20.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ 直播, 2020-03-28 (1:02:56).
- ↑ 22.0 22.1
- ↑ 23.0 23.1 直播, 2018-07-09 (27:12).
- ↑ 直播, 2017-05-19 (53:24).
- ↑ 25.0 25.1 25.2 25.3 25.4 訪談, 2020-07-29 (17:26).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6
- ↑ 27.0 27.1 27.2 27.3 訪談, 2018-05-11 (50:05).
- ↑ 訪談, 2018-10-20 (2:36).
- ↑
- ↑ 30.0 30.1 30.2 影片, 2018-04-05 (41:48).
- ↑ 31.0 31.1 31.2 直播, 2020-10-30 (1:01:00).
- ↑ 直播, 2017-05-26 (44:52).
- ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 33.12 33.13 33.14 33.15 33.16 33.17 33.18 33.19 33.20 33.21 33.22 33.23 33.24 33.25 33.26 33.27 33.28 33.29 Blog: Development Update with Village Node.
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 直播, 2023-08-31 (15:51).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 35.8 35.9 Podcast, 2021-09-29 (4:43).
- ↑ 訪談, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 38.0 38.1 直播, 2018-07-09 (39:32).
- ↑ 39.0 39.1 直播, 2019-03-29 (58:14).
- ↑ 40.0 40.1 40.2 40.3 40.4 直播, 2019-03-29 (29:17).
- ↑ 41.0 41.1 直播, 2017-05-05 (37:52).
- ↑ 訪談, 2018-05-11 (55:16).
- ↑ 43.00 43.01 43.02 43.03 43.04 43.05 43.06 43.07 43.08 43.09 43.10 直播, 2021-09-24 (30:26).
- ↑ 44.00 44.01 44.02 44.03 44.04 44.05 44.06 44.07 44.08 44.09 44.10 44.11 44.12 44.13 44.14 44.15 44.16 44.17 44.18 44.19 44.20 44.21 44.22 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 45.0 45.1 直播, 2018-12-12 (14:48).
- ↑ 訪談, 2020-07-20 (3:45).
- ↑ 47.0 47.1 47.2 直播, 2017-10-16 (50:20).
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 50.0 50.1 50.2
- ↑ 51.0 51.1 51.2 51.3
- ↑ 52.0 52.1 52.2 訪談, 2020-07-18 (10:04).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 56.0 56.1 直播, 2017-05-26 (28:16).
- ↑ 57.0 57.1 57.2 57.3 直播, 2022-08-26 (1:07:34).
- ↑
- ↑ 59.0 59.1 直播, 2023-08-31 (52:56).
- ↑ 60.0 60.1 直播, 2022-08-26 (1:04:35).
- ↑ 61.0 61.1 61.2
- ↑ 62.0 62.1 62.2 62.3 62.4 直播, 2022-08-26 (1:10:16).
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 訪談, 2020-07-19 (1:10:55).
- ↑ 直播, 2022-10-14 (57:22).
- ↑ 69.0 69.1 69.2 69.3 訪談, 2020-07-19 (1:08:22).
- ↑ 直播, 2020-03-28 (1:02:46).
- ↑ 71.0 71.1
- ↑ 72.0 72.1 72.2 72.3 直播, 2023-09-29 (1:07:01).
- ↑ 73.0 73.1 73.2 73.3 直播, 2019-07-26 (1:20:48).
- ↑ 74.0 74.1 74.2 直播, 2017-11-17 (9:49).
- ↑ 75.0 75.1 直播, 2020-07-25 (1:52:45).
- ↑
- ↑ 77.0 77.1 77.2 77.3 77.4 77.5 直播, 2023-08-31 (31:44).
- ↑ 直播, 2023-08-31 (37:35).
- ↑ 直播, 2023-09-29 (1:05:44).
- ↑ 直播, 2020-03-28 (1:01:34).
- ↑ 81.0 81.1 81.2 81.3 81.4 訪談, 2020-03-27 (6:03).
- ↑
- ↑
- ↑
- ↑ 直播, 2023-08-31 (59:43).
- ↑ 86.0 86.1 86.2 86.3 訪談, 2020-07-08 (1:04:05).
- ↑ 87.0 87.1 直播, 2017-06-30 (53:57).
- ↑ 88.0 88.1 88.2 88.3 88.4 88.5 88.6 88.7 88.8 直播, 2023-08-31 (39:17).
- ↑ 89.0 89.1 89.2 89.3 89.4 直播, 2022-04-29 (27:42).
- ↑ 90.0 90.1 直播, 2020-03-28 (1:03:38).
- ↑ 91.0 91.1
- ↑ 92.0 92.1
- ↑ 93.0 93.1 93.2
- ↑ 直播, 2020-07-25 (1:22:40).
- ↑ 直播, 2018-01-18 (37:05).
- ↑
- ↑ 直播, 2020-06-26 (59:11).
- ↑ 98.0 98.1 98.2 直播, 2023-08-31 (35:23).
- ↑ 99.0 99.1 99.2 直播, 2023-08-31 (44:21).
- ↑ 直播, 2022-08-26 (1:12:40).
- ↑ 101.0 101.1 101.2 101.3 City hall.
- ↑ 直播, 2023-08-31 (29:04).
- ↑ 直播, 2023-08-31 (30:41).
- ↑
- ↑ 直播, 2021-12-23 (1:30:34).
- ↑ 106.0 106.1
- ↑ 直播, 2023-08-31 (41:15).
- ↑ 108.0 108.1 直播, 2023-08-31 (28:30).
- ↑
- ↑ 110.0 110.1 影片, 2023-09-29 (1:52).
- ↑ 直播, 2023-08-31 (29:33).
- ↑
- ↑ 直播, 2017-05-19 (36:05).
- ↑ 直播, 2017-05-19 (36:09).
- ↑
- ↑ 116.0 116.1 116.2 116.3 116.4 116.5 116.6 116.7 影片, 2023-08-31 (28:04).
- ↑ 訪談, 2023-07-09 (54:46).
- ↑ 直播, 2023-06-30 (1:45:22).
- ↑ 119.0 119.1 訪談, 2023-07-09 (38:14).
- ↑ 120.0 120.1 訪談, 2020-03-27 (0:30).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 122.0 122.1 訪談, 2018-05-11 (57:02).
- ↑ 123.0 123.1 訪談, 2020-07-19 (24:34).
- ↑ 124.0 124.1
- ↑ 直播, 2017-05-24 (40:50).
- ↑ 126.0 126.1 直播, 2019-06-28 (1:26:14).
- ↑ 127.0 127.1 127.2 127.3 127.4 Podcast, 2018-05-11 (21:07).
- ↑ 直播, 2023-08-31 (2:10:23).
- ↑ 129.0 129.1 129.2 129.3 129.4 129.5 影片, 2024-02-29 (2:19).
- ↑ 影片, 2024-02-29 (4:18).
- ↑ 131.0 131.1 131.2 131.3 131.4 131.5 131.6 直播, 2024-02-29 (57:27).
- ↑
- ↑ 133.0 133.1
- ↑ 134.0 134.1 134.2 134.3 134.4 134.5 134.6 直播, 2023-08-31 (42:05).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 直播, 2017-05-12 (42:17).
- ↑ 138.0 138.1 138.2
- ↑ 139.0 139.1 影片, 2024-02-29 (13:11).
- ↑ 140.0 140.1 140.2 影片, 2024-02-29 (5:11).
- ↑ 141.0 141.1
- ↑ 142.0 142.1 直播, 2024-02-29 (50:29).
- ↑ 143.0 143.1 直播, 2024-02-29 (1:18:21).
- ↑ 影片, 2024-02-29 (26:17).
- ↑ 直播, 2023-08-31 (43:07).
- ↑ 直播, 2023-08-31 (43:27).
- ↑ 147.0 147.1 147.2 直播, 2023-08-31 (1:06:01).
- ↑ 148.0 148.1 148.2 148.3 148.4 148.5 直播, 2021-12-23 (1:26:36).
- ↑ 直播, 2023-07-28 (1:19:55).
- ↑ 直播, 2023-02-24 (1:22:04).
- ↑
- ↑ 直播, 2020-02-28 (1:14:38).
- ↑ 直播, 2017-11-17 (29:45).
- ↑ 154.0 154.1 154.2 154.3 154.4 154.5 154.6 直播, 2023-08-31 (50:25).
- ↑ 影片, 2023-08-31 (2:59).
- ↑ 156.0 156.1 訪談, 2023-07-09 (1:32:45).
- ↑ 157.0 157.1 直播, 2017-05-19 (33:57).
- ↑ 直播, 2018-01-20 (38:17).
- ↑ 直播, 2018-04-8 (PM) (51:49).
- ↑ 160.0 160.1 直播, 2023-08-31 (56:18).
- ↑ 影片, 2023-08-31 (34:37).
- ↑ 162.0 162.1 162.2 162.3 162.4 162.5 162.6 162.7 162.8 直播, 2022-03-31 (1:13:00).
- ↑ 163.0 163.1 163.2 163.3 163.4 163.5 直播, 2023-08-31 (57:23).
- ↑ 164.0 164.1 164.2 164.3 164.4 164.5 164.6 直播, 2020-10-30 (39:17).
- ↑ 165.0 165.1 165.2 165.3 165.4 165.5 直播, 2018-09-27 (53:06).
- ↑ 166.0 166.1 直播, 2022-02-25 (41:00).
- ↑ 167.0 167.1 直播, 2021-02-26 (1:12:18).
- ↑ 168.0 168.1 168.2 168.3 168.4 168.5 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).
- ↑ 173.0 173.1 訪談, 2018-05-11 (47:27).
- ↑ 174.0 174.1 直播, 2022-07-29 (1:13:09).
- ↑ 直播, 2020-06-26 (45:32).
- ↑ 176.0 176.1 訪談, 2021-02-07 (33:00).
- ↑ 177.0 177.1 訪談, 2018-05-11 (1:00:19).
- ↑ 178.0 178.1 Podcast, 2018-04-23 (29:56).
- ↑ 179.0 179.1 訪談, 2023-07-09 (1:35:28).
- ↑ 直播, 2018-09-01 (36:28).
- ↑ 直播, 2017-05-10 (28:09).
- ↑ 直播, 2017-05-12 (49:50).
- ↑ 直播, 2022-04-29 (21:00).
- ↑ 184.0 184.1 184.2 184.3 Podcast, 2021-09-29 (10:49).
- ↑ 185.0 185.1 185.2 訪談, 2020-07-18 (56:11).
- ↑ 186.0 186.1 直播, 2022-04-29 (27:00).
- ↑ 直播, 2019-10-31 (36:20).
- ↑ 188.0 188.1 直播, 2019-11-22 (16:56).
- ↑ 189.0 189.1 189.2 189.3 189.4 189.5 189.6 訪談, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 191.0 191.1 直播, 2019-11-22 (17:59).
- ↑ 192.0 192.1 192.2 192.3 訪談, 2023-07-09 (1:36:24).
- ↑ 193.0 193.1 193.2 193.3 193.4 193.5 193.6 直播, 2022-10-14 (52:31).
- ↑ 194.0 194.1 194.2 194.3 194.4 194.5 Podcast, 2021-09-29 (14:21).
- ↑ 195.0 195.1 195.2 直播, 2020-04-30 (1:14:44).
- ↑ 196.0 196.1 196.2
- ↑ 197.0 197.1 197.2 直播, 2020-06-26 (1:02:12).
- ↑ 198.0 198.1 198.2 198.3 198.4 198.5 198.6 直播, 2017-07-18 (40:14).
- ↑ 199.0 199.1 199.2 直播, 2017-11-17 (47:10).
- ↑ 影片, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ 直播, 2018-05-04 (32:46).
- ↑
- ↑ 204.0 204.1 204.2 204.3 Steven Sharif - Clarification points from today’s stream.
- ↑ 205.0 205.1 205.2 205.3 205.4 205.5
- ↑ 206.0 206.1 206.2 206.3 訪談, 2018-05-11 (50:47).
- ↑ 影片, 2020-05-31 (38:50).
- ↑ 直播, 2017-05-19 (33:57).
- ↑ 209.0 209.1 訪談, 2020-07-08 (33:34).
- ↑ 210.0 210.1 210.2 210.3 訪談, 2023-07-09 (1:50:50).
- ↑ 直播, 2020-05-29 (36:29).
- ↑ 直播, 2020-05-29 (42:01).
- ↑ 直播, 2020-05-29 (35:36).
- ↑ 214.0 214.1 直播, 2017-10-16 (56:42).
- ↑ 訪談, 2020-07-08 (45:23).
- ↑ 216.0 216.1 216.2 直播, 2020-06-26 (47:32).
- ↑ 217.0 217.1 217.2 217.3 217.4 217.5 直播, 2017-10-16 (56:38).
- ↑ 218.0 218.1
- ↑ 直播, 2020-06-26 (54:03).
- ↑ 220.0 220.1 220.2 220.3 直播, 2017-05-12 (55:01).
- ↑ 221.0 221.1 221.2 221.3 221.4 221.5 221.6 221.7 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 222.0 222.1 直播, 2023-06-30 (1:12:07).
- ↑ 223.0 223.1 直播, 2023-06-30 (14:09).
- ↑ 224.0 224.1 直播, 2023-06-30 (13:10).
- ↑ 225.0 225.1 Development Update with Freehold Preview.
- ↑ 226.0 226.1 影片, 2023-06-30 (21:22).
- ↑ 227.0 227.1 直播, 2020-06-26 (53:41).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 229.0 229.1 直播, 2023-06-30 (1:15:34).
- ↑
- ↑ 直播, 2017-05-19 (32:23).
- ↑
- ↑ 直播, 2020-06-26 (56:08).
- ↑ 直播, 2023-06-30 (1:20:20).
- ↑ 235.0 235.1 直播, 2019-05-30 (1:23:41).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2017-04-30 (5:31).
- ↑ 直播, 2022-01-28 (17:50).
- ↑ 241.0 241.1 直播, 2023-08-31 (20:54).
- ↑ 直播, 2024-02-29 (53:58).
- ↑ 243.0 243.1 直播, 2023-07-28 (1:26:16).
- ↑ 244.0 244.1 Podcast, 2021-09-29 (15:46).
- ↑ 直播, 2020-06-26 (1:48:43).
- ↑
- ↑
- ↑ 直播, 2020-06-26 (1:00:57).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2021-11-19 (54:26).
- ↑ 251.0 251.1 251.2 251.3 直播, 2020-08-28 (2:04:00).
- ↑ 252.0 252.1 252.2 直播, 2017-05-19 (28:04).
- ↑ 直播, 2017-05-19 (29:34).
- ↑ 直播, 2023-06-30 (1:39:22).
- ↑ 255.0 255.1 255.2 255.3 直播, 2017-05-24 (52:39).
- ↑ 直播, 2017-05-26 (31:44).
- ↑ 直播, 2017-05-26 (42:45).
- ↑ 直播, 2017-05-24 (31:39).
- ↑ 直播, 2018-08-17 (58:53).
- ↑ 260.0 260.1 260.2 直播, 2018-04-8 (PM) (1:01:28).
- ↑ 直播, 2024-03-29 (2:26:40).
- ↑ 訪談, 2020-07-19 (48:05).
- ↑ 263.0 263.1 訪談, 2023-07-09 (1:18:49).
- ↑ 直播, 2022-10-14 (58:46).
- ↑ 直播, 2017-05-19 (37:51).
- ↑ 直播, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 直播, 2018-04-8 (AM) (18:29).
- ↑ 269.0 269.1 269.2 269.3 269.4 269.5 直播, 2020-02-28 (1:06:51).
- ↑ Podcast, 2018-04-23 (24:47).
- ↑ 271.0 271.1 271.2 271.3 271.4 直播, 2019-06-28 (1:27:23).
- ↑ 272.0 272.1
- ↑ 273.0 273.1 直播, 2017-05-17 (11:27).
- ↑ 274.0 274.1 274.2
- ↑ 275.0 275.1 訪談, 2018-10-20 (5:51).