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Pre-alpha 大都会 node.[1]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[2]

每个伺服器都布置了不同种类且可发展的地点,这些地点称为节点[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

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[13]Steven Sharif

据点会被分配为四种据点种类的其中一种,不同种类的据点都会有其独特的专业。[8]

  • 玩家能够在据点发展成第一阶段(Expedition)时,透过辨别据点内的NPC从而识别该据点的种类。[13]
据点种类.[8] 独有专业[8] NPCs.[8]
神圣据点 信仰和技能/装备强化 牧师
经济据点 交易商贸 商人
军事据点 战斗职业训练 守卫
科技据点 工匠和建筑 学者

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]

所有伺服据点种类都是预先预设的。[8]

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

节点种类会影响每个发展阶段中的各种服务和系统。[8]

节点优势

每种节点发展成第六阶段 (大都会) 时,也会解锁一个超能力 (绝招)。[14]

神圣节点优势

神圣节点发展成

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 6)时,将解锁预先建设于其地底的“巨型地下墓穴”地下城,通往其神圣附庸节点。 墓穴内将栖息着具有独特战利品表的独特头目[16]

经济节点优势

经济节点发展成大都会时,将解锁超能力: 经济链结,能与其他拥有此超能力的经济节点分享拍卖场的买卖情况。[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]

军事节点优势

军事节点可解锁赏金猎人,以及减少腐化持续时间。[18][19]

科技节点优势

科技节点发展成大都会时,将解锁超能力: 传送[20]

  • 公民可以在各科技大都会及其附庸节点之间传送。无论附庸节点处于哪个阶段,只要未处于战争状态,就可以进行传送。
  • 附庸节点的公民可以来回传送到其大都会节点。
  • 若存在多个科技大都会,只要未处于战争状态,飞空艇将为各科技大都会及其附庸节点的公民提供快速移动服务,来回这些大都会。

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]

影响区域

节点有预设位置及其影响区域[2]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[8]Margaret Krohn

每个节点都有预设的影响覆盖范围,称为影响区域。玩家在影响区域内的活动将影响该区节点的发展[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 .[21]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.[23]Steven Sharif

节点发展

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。[28] 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。[8]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[29][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。[29]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[30]

[[{{{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。[32][33]

  • 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。[34]
    • 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。[35]

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.[34]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.[35]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。[28]
  • 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。[36]
  • 某节点的公民仍可以协助其他节点发展。[37]
  • 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[38]

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.[38]Steven Sharif

附庸节点

Vassal node structure.[39]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[39]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][33]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 6) can control up to two

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 5) nodes. A

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 5) can control one

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 4) and one

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) node. A

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) can control an

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 2) or an

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1). If the

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) gets destroyed through a siege, its dependant

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 2) and

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1) nodes are also destroyed.[39]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[40]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.[41][42]
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.[42]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[44]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[32][33]

    • Vassal nodes first apply any experience earned to their own deficit (see 节点衰退). It then applies excess experience earned to its parent node.[29]
    • If the parent node advances, the vassal is once again able to advance.[8]
  • 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.[44][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.[29]
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.[44]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.[29]Margaret Krohn

区域与发展

地下城, 大型副本, 世界头目, Mobs, 任务, Events, 资源, 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.[45][46][8]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[47]
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.[48]Steven Sharif

世界管理员

The 世界管理员 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.[49]

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.[50]Steven Sharif
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.[51]Steven Sharif

节点衰退

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

节点 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.[29]

  • 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.[35]
  • A previous design concept was that nodes could delevel based on accumulated atrophy.[35][29]
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.[35]Steven Sharif

#REDIRECT MediaWiki:Story arc quests/zh

故事任务 (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[52][53][54][55][56][18]

  • Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[54]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[53]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[57]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[52][53][55]
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.[57]Skott B
  • These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[55]
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.[55]Steven Sharif

战利品公园

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

战利品公园 is an area within Town, City or 大都会 nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[60]

  • Server announcements and achievements are designed to encourage groups to experience new content.[60]

圣物之泉

圣物之泉 concept art.[61]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[62]Steven Sharif

圣物 are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[63][64]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[63]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[63][62]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[63]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[63]Steven Sharif

节点布局与风格

⧼{{{2}}}⧽]] (阶段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[8]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[29]Margaret Krohn

节点布局与风格 is determined by several factors:[80][81]

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.[82]Steven Sharif
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.[83]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.[81]Jeffrey Bard
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.[89]Steven Sharif
  • The rest is determined by the node's mayor.[81]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[90]
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.[90]Steven Sharif

节点建筑

Template:Node buildings

可造建筑

Alpha-2 Service buildings.[91][92]

The important thing with the service building system for us is that it's a way to shape your node like a character; and to give you an exclusive niche that you can carve out in the world; or a niche that you fight over. If you go down this weaponsmithing path and you build your node to be this mecca of weaponsmithing and the node three doors down builds it, there's reason for you to conflict over it. They're taking your business. Or maybe you are in a zone and there isn't a weaponsmithing thing anywhere near you, and you do want to start to carve that path for yourself to make your node a place people visit and come to.[92]Chris Justo

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.[91][92][93][94][95][96][97] Service buildings are further broken down into two main types:[91][92]

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.[98]Chris Justo

Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[91][92]

  • Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[41][95]

Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[91][101]

专属建筑

Each node type has a unique service building associated with it that can be activated at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) of node advancement.[98] The unique building plays a central role in the progress of civilization for a server.[14]

种族任务

任务 may be based on a character's race.[103]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[103]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[103]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[104]Steven Sharif

任务 that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[105]

玩家房屋

Pre-alphaEmpyrean 族个人土地房家宅[106]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[107]

玩家房屋有三种:固定房屋公寓个人土地房[1]

玩家最多可同时拥有每种房屋各一间。[109] 固定房屋公寓为每伺服器一间〕﹔个人土地房为每帐号一座。

玩家房屋 种类 解锁条件 起始数目 拥有限制
公寓 独立区域[1] 村庄阶段及以上[110] 5[111] 伺服器每名角色一间[112]
个人土地房 开放世界[1] 村庄阶段及以上[1] 充足'[111] 每个帐号一座[112]
固定房屋 节点内[1] 村庄阶段及以上[1] 8[111] 伺服器每名角色一间[112]

固定房屋

固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[1]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[1][111]

公寓

公寓 provide instanced player housing functionality on a rental basis.[116][1]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[91][117][116][111][1]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[116]

  • 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.[117][1]
  • It was previously stated that apartments would be available at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[110]Steven Sharif

个人土地房

Alpha-1 个人土地房[118]

个人土地房的整个目的就是赋予一切用途。不只可以让你觉得“噢,我设计得真漂亮”,更是一个对你的角色、对世界有用途的设计。[119]Jeffrey Bard

个人土地房是较大型的玩家房屋,可以建造于

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 或以上的影响区域内。[1]

个人土地房与游戏内多个系统相互影响。[124]

地产买卖

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[125][123][126][18][1]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[127] Currently freeholds may be acquired via auction.[128][129][130][131][132][133]
    • A grace period will occur before the housing becomes available for auction.[127]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[127]
    • At the end of the auction, the highest bidder will win the house.[127]
  • Housing will have a base price that scales with the number of citizens in the node.[134]
    • There is no cap on the price of player-originated housing sales.[115]
    • 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.[135]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node.[128][129][130][131][132][133][138][139]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[140]
    • Previously it was stated that freeholds may not be sold to other players.[123][141]
    • Players cannot be denied from buying a freehold.[142]
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.[137]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".[134]
  • Players will not be able to exceed their allotment of housing in the game.[143]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Rental and leasing concepts are under consideration.[143]

节点公民权

房屋授予玩家申请节点公民权[145]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[146]

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.[146]Jeffrey Bard

玩家可以申请成为

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3)或以上的节点公民[18]

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.[150]Steven Sharif

Changing citizenship has a cooldown of two weeks.[145]

  • This applies to players who renounce their citizenship in a node.[148]

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.[153]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[154]

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.[155]

节点战

节点战 (Pre-alpha footage).[156]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[29]Margaret Krohn

节点战 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[29] 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.[157]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![159]Steven Sharif

Read more...

摧毁节点

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. 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.[29]Margaret Krohn

Nodes can be destroyed starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) following a successful siege against that node.[29]

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.[161]Steven Sharif
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.[163]Steven Sharif

战后

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[5]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[168]

可破坏的环境

可破坏的环境 is a core element of how players interact with the world, in Ashes of Creation.[100][170]

  • Buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges that have been damaged or destroyed will be able to be repaired or re-crafted.[171][172]
  • Destructible props in the open-world will typically respawn after 10 minutes.[173]
  • The terrain itself is not destructible.[171]

对玩家房屋的影响

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[128][174][175]

对节点房屋的影响

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[174]

  • 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.

对公寓的影响

公寓 may be destroyed in the following circumstances:[174]

  • If their building was destroyed during a node siege, even if the siege was not successful.[177][174]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[178]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 4) or higher and the Node deleveled below that stage.[174]

对个人土地房的影响

个人土地房 may be attacked by any player for a period of two hours following a successful siege against its parent node.[179][180][29][181] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[128]

  • Players and their allies may defend their freehold for this period of time.[181]
  • Structures and guards may be obtained to defend freeholds during this period.[181]
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.[128]

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.[180][29]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[180]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) node or above, it will be destroyed.[128][29][180][182]

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.[29]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.[183]Steven Sharif

节点重建

A node that was successfully destroyed by a node siege may develop differently due to the following influences:[80][184]

节点政府

Alpha-1 winner of Mayoral election.[185]

There are a number of different seats that can exist within a node, and carry different responsibilities.[186]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[187][186][188][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.[187]Steven Sharif

市长

Depiction of a mayor.[191]

Mayors have a unique ability to elicit change within the node proper, either through the destruction of certain buildings that have been constructed previously, because there's a limited number of slots that buildings can be constructed within, or the kickoff of additional projects, or the certain types of policies that can be enacted, like... the changing of a tax rate. They all have a unified source of energy requirement and the energy requirement is a mandate.[192]Steven Sharif

市长 are chosen through different election methods according to the node's type.[1][8]

  • Previous mayors won't have any special system driven bonuses to help them get reelected.[193]
  • Players will be able to view a historical listing of mayors of a node.[194]

节点选举

Alpha-1 node election user interface.[195]

The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[196]Steven Sharif

Once a node has reached

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) there will be a one week cooldown period before node elections begin.[196]

  • This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[196]
  • Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[196]
  • 节点战 may not be declared for 21 days following a node advancing to any stage.[197]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3), not higher stages.[198]

节点选举 occur on a monthly basis.[196][199]

市长任务

Template:Mayoral quests

领袖能力

领袖能力 may refer to.

节点税务

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[200]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[200]Chris Justo

市长 are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[200][201]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[44][210]

  • 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.[210]

节点战争

Node governments may declare war on another node and rally citizens to the cause.[211][212]

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.[153]Steven Sharif

同盟

Ashes of Creation may have specific content that revolves around 同盟.[216]

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.[216]Steven Sharif

商队

商队让希望赚取利润的玩家运输货物。[107]

商队是以机会和风险为中心的开放世界 PvP 系统。希望赚取利润的玩家可以透过商队来运输货物。[107]

  • 商队可用于运输多个玩家的货物。[222]

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战节点战)。[158]

商队种类

Tier 5 personal caravan on route from Winstead to Miraleth in Alpha-2. 3D model by Hal Anderson.[224]

There are different types of 商队 in Ashes of Creation.[225][226]

商队 PvP

Alpha-1商队 PvP[232]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[233]Steven Sharif

商队周边会形成一个开放式 PvP 区域,区域内的玩家会被标记成战斗员 (紫色)[234]

  • 在决定进攻或防守商队前,玩家将无法确切看到商队运输中的货物。但会有视觉提示显示车上的货物,例如金、银或铁。[233]
  • 玩家将可以透过介面视窗决定攻击、防守或无视商队。[235][236][237]
    • 距离商队多远视窗才会出现,将取决于玩家先前作为攻击方或防守方的表现。[235]
  • 要成功击毁一个商队,将需要一个队伍。[220][238]
  • 在商队拥有人登出或与伺服器连接中断 5 至 10 分钟后,商队才会消失。[239]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[235]Steven Sharif

双方皆有诱因鼓励玩家加入,并将于 Alpha 及 Beta 阶段测试。[240]

  • 大部分诱因都是社交性的,而且是由玩家之间非正式协议而成。[240]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[240]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[240]Jeffrey Bard

摧毁商队

商队摧毁时 (变成残骸),将掉落一部分运输中的货物[220][241][242] 其馀货物将会消失。[243]

  • 任何人都可以捡拾商队残骸。[243]
  • 摧毁时将有机会掉落商队组件。掉落高级组件时,商队拥有人或其他玩家将可以回收组件。[244]
  • 玩家可利用掉落的重型货物证书,在商队的起行节点赎回部分货物。[245][242]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[242]Steven Sharif

地底节点

地底节点 and nodes directly above them are considered adjacent but do not exist in the same ZOI.[24][25][26]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[25]
    • There may be visual cues above ground that indicate influence from underrealm nodes in that area.[25]

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.[25]Steven Sharif

沿海/岛屿节点

Pre-alpha naval concept.[249]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[43]Steven Sharif

There will be nodes along the coast and on islands.[250]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[250]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[43]
  • 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.[251]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[252]
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.[253]Steven Sharif

海底节点

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[258]

  • There won't be nodes underwater or in the water.[250]

赞助公会

赞助公会 unlock the following benefits for their members.[259]

- Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[260]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[261]

圣物

圣物之泉 concept art.[61]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[62]Steven Sharif

圣物 are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[63][64]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[63]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[63][62]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[63]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[63]Steven Sharif

股票市场

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in 节点, 行会 and 社会组织.[262][263][264]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • There is no regulatory commission to restrict the purchase and sale of stocks.[265]

内部冲突

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.[266]

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.[267]Steven Sharif

美术图

社群指南

其他

引用

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  254. 直播, 2022-10-14 (58:46).
  255. 直播, 2017-05-19 (37:51).
  256. 直播, 2017-05-17 (30:53).
  257. Kickstarter - We Just Broke $1,500,000!
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  259. 259.0 259.1 259.2 259.3 259.4 259.5 直播, 2020-02-28 (1:06:51).
  260. Podcast, 2018-04-23 (24:47).
  261. 261.0 261.1 261.2 261.3 261.4 直播, 2019-06-28 (1:27:23).
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  263. 263.0 263.1 直播, 2017-05-17 (11:27).
  264. 264.0 264.1 264.2 Stock Exchange.jpg
  265. 265.0 265.1 访谈, 2018-10-20 (5:51).
  266. 直播, 2017-05-24 (40:50).
  267. 267.0 267.1 直播, 2019-06-28 (1:26:14).