Towns
A town is the fourth stage of node advancement.[3]
When a Village becomes a Town, there are even more permanent structures, and a continued established local government. The development area feels well lived-in and developed at this point. Societies and Organizations begin to patronize the Town with ranking structures for players to participate in.[4] – Margaret Krohn
节点发展
玩家 (公民或非公民) 于节点的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。[4][7]
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。[4] – 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。[8]
- 第一阶段发展需时短,让玩家可以使用售卖、存放物品等 NPC 功能。[9]
- 节点等级愈高,其影响区域愈大。[3]
- 等级较低的节点 (即附庸节点) 即使位于等级较高的节点的影响区域内,仍会获得经验值,但其等级不会超越上级节点。[5]
- 附庸系统将在节点发展至
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 时生效,但相邻节点从
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1)便会限制邻近节点的发展。[10][11]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[12] – 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.[13] – 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。[5]
- 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。[14]
- 某节点的公民仍可以协助其他节点发展。[15]
- 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。[16]
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.[16] – Steven Sharif
附庸节点
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[6][11]
- A
[[{{{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.[17]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[18] – 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.[19][20]
- 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.[20] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[22]
- Vassal nodes must remain at least one node stage below their parent node.[6]
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[10][11]
- 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.[22][6]
- 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.[4]
- 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.[22] – 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.[6]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[6]
- Citizens of vassals are bound by the diplomatic states of the parent node.[6]
- 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.[4] – Margaret Krohn
节点布局与风格
节点布局与风格 is determined by several factors:[23][24]
- 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.[25] – Steven Sharif
- Environment (biome) and location of the node.[25][23][24]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[26]
- 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.[26] – 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.[24] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[27][28][23][4][24][29][30]
- 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.[32] – Steven Sharif
- The rest is determined by the node's mayor.[24]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[33]
- 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.[33] – Steven Sharif
种族影响
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[27][35][4]
- 装备外观 of certain armor sets is influenced by the player's race.[27]
- 节点布局与风格 is influenced by the race that contributes the most to that node.[27]
- 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.[36] – Steven Sharif
NPC 种族互动
- NPCs will react differently to different character races.[37]
- Languages will be distinct between NPC 种族 and in the lore.[27]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[38]
- 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.[38] – Steven Sharif
玩家房屋
玩家房屋 | 种类 | 解锁条件 | 起始数目 | 拥有限制 |
---|---|---|---|---|
公寓 | 独立区域[3] | 村庄阶段及以上[39] | 5[40] | 每服务器每名角色一间[41] |
个人土地房 | 开放世界[3] | 村庄阶段及以上[3] | 充足'[40] | 每个账号一座[41] |
固定房屋 | 节点内[3] | 村庄阶段及以上[3] | 8[40] | 每服务器每名角色一间[41] |
房地产
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[42][43][44][45][3]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[46] Currently freeholds may be acquired via auction.[47][48][49][50][51][52]
- Housing will have a base price that scales with the number of citizens in the node.[53]
- There is no cap on the price of player-originated housing sales.[54]
- In-node housing will be at a premium, and is expected to be hotly contested.[3]
- The more apartments that have been purchased in a node, the higher the price scales.[55]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[56]
- Freehold plots may be purchased from and sold to other players,[42][57] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node.[47][48][49][50][51][52][58][59]
- 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.[57] – 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".[53]
- Players will not be able to exceed their allotment of housing in the game.[63]
- Rental and leasing concepts are under consideration.[63]
Housing benefits
玩家房屋有许多好处,[43][64] 而不同种类将有不同好处。[54]
- 可申请成为该节点的公民。[65]
- 同时为节点公民的屋主可拥得额外好处。[54]
- 可摆放家具及其他装饰物品。[66][34][67]
- 储物箱。[67][64]
- 制造台,可制造家具等物品。[34][64]
- 展示奖品。[64]
- 展示成就和战利品 (未定)。[64]
- 社交活动。[64]
- 身处房屋附近时,可获取额外奖励 (未定)。[64]
商队
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。[70]
- 商队可用于运输多个玩家的货物。[74]
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)。[76]
节点战
节点战 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[4] 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.[7]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[7]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[78]
- Death penalties do not apply to objective-based events such as node sieges.[76]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![79] – 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.[80]
战利品公园
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.[81]
- Server announcements and achievements are designed to encourage groups to experience new content.[81]
Monster coin events
Elite monster coin events occur for nodes that exist between the 村庄 and 大都会 stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[82]
视觉效果
其他
引用
- ↑ 直播, 2019-10-31 (42:34).
- ↑ ArtStation - Ryan Richmond.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Node series part II – the Metropolis.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 5.0 5.1 5.2 直播, 2017-10-16 (50:20).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Blog - Know Your Nodes - The Basics.
- ↑ 7.0 7.1 7.2 A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1 访谈, 2020-07-18 (10:04).
- ↑ 13.0 13.1 访谈, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 16.0 16.1 直播, 2017-05-26 (28:16).
- ↑ 17.0 17.1 17.2 直播, 2022-08-26 (1:07:34).
- ↑
- ↑ 直播, 2023-08-31 (52:56).
- ↑ 20.0 20.1 直播, 2022-08-26 (1:04:35).
- ↑
- ↑ 22.0 22.1 22.2 直播, 2022-08-26 (1:10:16).
- ↑ 23.0 23.1 23.2 直播, 2020-10-30 (39:17).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 直播, 2018-09-27 (53:06).
- ↑ 25.0 25.1 直播, 2022-02-25 (41:00).
- ↑ 26.0 26.1 直播, 2021-02-26 (1:12:18).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 直播, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ 访谈, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 32.0 32.1 访谈, 2018-05-11 (47:27).
- ↑ 33.0 33.1 直播, 2022-07-29 (1:13:09).
- ↑ 34.0 34.1 34.2 直播, 2020-06-26 (45:32).
- ↑ 35.0 35.1 访谈, 2021-02-07 (33:00).
- ↑ 36.0 36.1 访谈, 2018-05-11 (1:00:19).
- ↑ 37.0 37.1 Podcast, 2018-04-23 (29:56).
- ↑ 38.0 38.1 访谈, 2023-07-09 (1:35:28).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 40.0 40.1 40.2
- ↑ 41.0 41.1 41.2 访谈, 2018-05-11 (50:47).
- ↑ 42.0 42.1
- ↑ 43.0 43.1 43.2 43.3 直播, 2020-06-26 (47:32).
- ↑ 直播, 2020-06-26 (54:03).
- ↑ MMOGames interview, January 2017
- ↑ 46.0 46.1 46.2 46.3 直播, 2017-05-12 (55:01).
- ↑ 47.0 47.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 48.0 48.1 直播, 2023-06-30 (1:12:07).
- ↑ 49.0 49.1 直播, 2023-06-30 (14:09).
- ↑ 50.0 50.1 直播, 2023-06-30 (13:10).
- ↑ 51.0 51.1 Development Update with Freehold Preview.
- ↑ 52.0 52.1 影片, 2023-06-30 (21:22).
- ↑ 53.0 53.1 直播, 2020-06-26 (53:41).
- ↑ 54.0 54.1 54.2 访谈, 2020-07-08 (33:34).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑ 57.0 57.1 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).
- ↑ 63.0 63.1 直播, 2019-05-30 (1:23:41).
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 直播, 2017-05-10 (30:53).
- ↑
- ↑ 访谈, 2020-07-08 (40:20).
- ↑ 67.0 67.1 67.2 67.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2020-06-26 (53:20).
- ↑ 直播, 2020-05-29 (1:03:35).
- ↑ 70.0 70.1 About Ashes of Creation.
- ↑ 影片, 2019-07-16 (0:00).
- ↑ 直播, 2017-05-15 (45:20).
- ↑ 访谈, 2017-01-20 (4:19).
- ↑ 访谈, 2018-05-11 (28:21).
- ↑
- ↑ 76.0 76.1 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 影片, 2017-04-30 (5:31).
- ↑ 直播, 2022-01-28 (17:50).
- ↑ 81.0 81.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 直播, 2017-05-03 (36:25).