玩家房屋

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Pre-alphaEmpyrean 族個人土地房家宅[1]

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.[2]

玩家房屋有三種:固定房屋公寓個人土地房[4]

玩家最多可同時擁有每種房屋各一間。[5] 固定房屋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[4] 村莊階段及以上[6] 5[7] 伺服器每名角色一間[8]
個人土地房 開放世界[4] 村莊階段及以上[4] 充足'[7] 每個帳號一座[8]
固定房屋 節點內[4] 村莊階段及以上[4] 8[7] 伺服器每名角色一間[8]
問: 只有個人土地房是限定每帳號一座嗎?
答: 對。[8]Steven Sharif
問: 在不同伺服器的分身也可以擁有節點內的房屋或至少獨立區域的公寓嗎?
答: 對,是的。[8]Steven Sharif

好處

玩家房屋有許多好處,[9][10] 而不同種類將有不同好處。[11]

  • 可申請成為該節點公民[12]
    • 同時為節點公民的屋主可擁得額外好處。[11]
  • 可擺放家具及其他裝飾物品[13][14][15]
    • 剛購買時房屋將空空如也. 玩家需要自行擺放家具和裝飾品。Players will need to place furnishings and decorations in them.[16]
    • 可擺放的裝飾品數量將取決於房屋的大小。[9]
  • 儲物箱。[15][10]
    • 儲物箱需要透過製造取得。不同種類的房屋將設有儲物箱的品質限制。[15]
    • 儲物箱品質愈高,儲存量愈高。[15]
  • 製造台,可製造家具等物品。[14][10]
  • 展示獎品。[10]
  • 展示成就和戰利品 (未定)。[10]
  • 社交活動。[10]
  • 身處房屋附近時,可獲取額外獎勵 (未定)。[10]

公民權

房屋授予玩家申請節點公民權[12]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[18]

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.[18]Jeffrey Bard

玩家可以申請成為

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3)或以上的節點公民[19]

  • A player can only claim citizenship to one node at a time.[20]
  • Only one citizenship may be declared per account, per server.[21][22][23]
    • This may have changed to one citizenship per account.[24]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[21]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[21]

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.[23]Steven Sharif

Changing citizenship has a cooldown of two weeks.[12]

  • This applies to players who renounce their citizenship in a node.[21]

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.[26]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[27]

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.[28]

房屋保安

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[29][30][31][32]

A property has a single owner/primary tenant.[29][38][30]

  • Marriage enables family size to increase by one so that housing access can be shared.[38][39]
  • Access lists can be used to mimic co-ownership.[32]
  • Payment of taxes may be via a "gentleman's agreement".[40]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[30]Steven Sharif

公寓

公寓 provide instanced player housing functionality on a rental basis.[41][4]

[[{{{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.[42][43][41][7][4]

[[{{{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.[41]

  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
  • Different price points offer different apartment sizes and types, such as penthouses.[43][4]
  • It was previously stated that apartments would be available at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or above.[4]

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.[6]Steven Sharif

公寓選項

Template:Apartment options

個人土地房

Alpha-1 個人土地房[44]

個人土地房的整個目的就是賦予一切用途。不只可以讓你覺得「噢,我設計得真漂亮」,更是一個對你的角色、對世界有用途的設計。[45]Jeffrey Bard

個人土地房是較大型的玩家房屋,可以建造於

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[4]

個人土地房與遊戲內多個系統相互影響。[49]

個人土地房位置

Alpha-2 freehold placement.[50][51]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[52]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node in order to place the plot.[53][50][51][54][55][56]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[59]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[52]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[53][61]
    • Players can manipulate the orientation of their freehold plot.[63]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[53][64][61]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[61]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[75]

個人土地房建築

Freehold building types.[77][51]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[53]

個人土地房建築 that can be placed on a freehold plot serve three main purposes.[53][51][78][4][79]

Freehold buildings require blueprints and materials to construct.[53][55]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[64]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[51][48]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[48]
  • Basements in freehold buildings are to be decided.[81]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[53][82][83][84][85]

  • Buildings that require permits will have additional upkeep costs.[53]

Freehold building architecture is based on the blueprint for the building.[51][86]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[86]Jeffrey Bard

個人土地房建築規劃

Alpha-2 freehold concept.[91][51]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[91]Kory Rice

個人土地房建築 and other items/props can be placed on freehold plots (by the land owner).[78][92][47][4][79]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[53][94]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[94][78]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[53]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[93]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[63]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[96]

個人土地房好處

Homestead size dictates how much furniture can be placed on a freehold.[51]

個人土地房 offer the following benefits in addition to other player housing benefits.[51]

個人土地房保安系統

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[29][30][31][32]

A property has a single owner/primary tenant.[29][38][30]

  • Marriage enables family size to increase by one so that housing access can be shared.[38][39]
  • Access lists can be used to mimic co-ownership.[32]
  • Payment of taxes may be via a "gentleman's agreement".[40]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[30]Steven Sharif

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[53][101][102][103][51]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[38]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[53][101][102]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[101]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[104]
    • Interaction with the guild system will be tested in Alpha-2.[105]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[53]

Players cannot steal from a freehold under normal circumstances.[53][107][34][108]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[109][53][108] It has not been decided which players get to loot the debris field during this period.[109]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[53]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[53][110] This does not apply for a period of two hours following a successful siege against its parent node.[111][112][113][114]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[53]
  • NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[114] NPC guards that permanently exist on a freehold are not a planned feature.[115]

權限共享

Template:Freehold shared access

固定房屋

固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[4]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[4][7]

固定房屋好處

固定房屋 offers the following benefits in addition to other player housing benefits.[14]

固定房屋發展

固定房屋 furnishings and home decorations in an Alpha-1 village node.[119]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[119]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[119][4]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[122]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]

  • Only the houses that existed at the 村莊 stage will become main street mansions at the 大都會 stage.[4]

房屋可破壞程度

可破壞的環境 is a core element of how players interact with the world, in Ashes of Creation.[124][125]

  • 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.[126][127]
  • Destructible props in the open-world will typically respawn after 10 minutes.[128]
  • The terrain itself is not destructible.[126]

固定房屋可破壞程度

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.[129]

  • 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.

公寓可破壞程度

公寓 may be destroyed in the following circumstances:[129]

  • If their building was destroyed during a node siege, even if the siege was not successful.[130][129]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[131]
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}}}⧽]] (階段 4) or higher and the Node deleveled below that stage.[129]

個人土地房可破壞程度

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.[111][112][113][114] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[53]

  • Players and their allies may defend their freehold for this period of time.[114]
  • Structures and guards may be obtained to defend freeholds during this period.[114]
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.[53]

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.[112][113]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[112]
  • 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.[53][113][112][132]

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.[113]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.[133]Steven Sharif

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[53][129][134]

房地產

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[136][9][137][19][4]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[138] Currently freeholds may be acquired via auction.[53][66][52][50][51][54]
    • A grace period will occur before the housing becomes available for auction.[138]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[138]
    • At the end of the auction, the highest bidder will win the house.[138]
  • Housing will have a base price that scales with the number of citizens in the node.[139]
    • There is no cap on the price of player-originated housing sales.[11]
    • In-node housing will be at a premium, and is expected to be hotly contested.[4]
    • The more apartments that have been purchased in a node, the higher the price scales.[140]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[53][66][52][50][51][54][55][56]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[142]
    • Previously it was stated that freeholds may not be sold to other players.[9][143]
    • Players cannot be denied from buying a freehold.[144]
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.[106]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".[139]
  • Players will not be able to exceed their allotment of housing in the game.[145]
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.[145]

稅務

When a node reaches stage 3 (村莊) and a player run government has formed, all player housing will pay taxes.[146]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[53]

房屋裝飾

Template:Housing decoration

房屋設計/藍圖

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[53][129][134]

房屋裝飾外觀

節點發展

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[147] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[148]Margaret Krohn

玩家 (公民或非公民) 於節點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[113][149]

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。[113]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[150]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[152][153]

  • 遊戲的領土擴張算法會考量最鄰近的海岸、相鄰節點、以及過去數週或一個月周邊地區玩家的熱圖。[154]
    • 此算法計算領土 (影響區域) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。[155]

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.[154]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.[155]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。[147]
  • 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。[156]
  • 某節點的公民仍可以協助其他節點發展。[157]
  • 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[158]

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.[158]Steven Sharif

酒館房間

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[159]

玩家房屋寬限期

If a player's subscription runs out, there will be a grace period before player housing is lost.[160]

Mobile/web interface

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美術圖

社群指南

其他

引用

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