Villages

来自Ashes of Creation Wiki
Wikiadmin讨论 | 贡献2018年5月13日 (日) 02:15的版本 (Text replacement - "{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II – the Metropolis.]}}" to "{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II – the Metropolis...)

跳到导航 跳到搜索
Node at village stage.[1]

A village is the third stage of node advancement.[1]

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。[2] 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。[3]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[4][5]

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。[4]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[6]

[[{{{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。[9][10]

  • 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。[11]
    • 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。[12]

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.[11]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.[12]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。[2]
  • 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。[13]
  • 某節點的公民仍可以協助其他節點發展。[14]
  • 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[15]

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.[15]Steven Sharif

Buildings

Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[8]

玩家房屋

玩家房屋 種類 解鎖條件 起始數目 擁有限制
公寓 獨立區域[8] 村莊階段及以上[29] 5[30] 伺服器每名角色一間[31]
個人土地房 開放世界[8] 村莊階段及以上[8] 充足'[30] 每個帳號一座[31]
固定房屋 節點內[8] 村莊階段及以上[8] 8[30] 伺服器每名角色一間[31]

房地產

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[32][33][34][35][8]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[36] Currently freeholds may be acquired via auction.[25][37][38][39][26][40]
    • A grace period will occur before the housing becomes available for auction.[36]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[36]
    • At the end of the auction, the highest bidder will win the house.[36]
  • Housing will have a base price that scales with the number of citizens in the node.[41]
    • There is no cap on the price of player-originated housing sales.[42]
    • In-node housing will be at a premium, and is expected to be hotly contested.[8]
    • The more apartments that have been purchased in a node, the higher the price scales.[43]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[25][37][38][39][26][40][46][47]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[48]
    • Previously it was stated that freeholds may not be sold to other players.[33][49]
    • Players cannot be denied from buying a freehold.[50]
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.[45]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".[41]
  • Players will not be able to exceed their allotment of housing in the game.[51]
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.[51]

Housing benefits

玩家房屋有許多好處,[33][52] 而不同種類將有不同好處。[42]

  • 可申請成為該節點公民[53]
    • 同時為節點公民的屋主可擁得額外好處。[42]
  • 可擺放家具及其他裝飾物品[54][55][56]
    • 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.[57]
    • 可擺放的裝飾品數量將取決於房屋的大小。[33]
  • 儲物箱。[56][52]
    • 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。[56]
    • 儲物箱品質愈高,儲存量愈高。[56]
  • 製造台,可製造家具等物品。[55][52]
  • 展示獎品。[52]
  • 展示成就和戰利品 (未定)。[52]
  • 社交活動。[52]
  • 身處房屋附近時,可獲取額外獎勵 (未定)。[52]

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[59]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[59]

  • 商隊可用於運輸多個玩家的貨物。[63]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[65]

節點戰

節點戰 (Pre-alpha footage).[66]

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.[4]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 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.[5]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[5]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[67]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![68]Steven Sharif

其他

引用

  1. 1.0 1.1 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 直播, 2017-10-16 (50:20).
  3. Blog - Know Your Nodes - The Basics.
  4. 4.0 4.1 4.2 4.3 Blog - Know Your Nodes - Advance and Destroy.
  5. 5.0 5.1 5.2 A reactive world - Nodes.
  6. 影片, 2017-04-20 (0:02).
  7. Npc vending.jpg
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Node series part II – the Metropolis.
  9. steven-quote-neighboring-nodes.png
  10. jahlon-steven-vassal-nodes-quote.png
  11. 11.0 11.1 訪談, 2020-07-18 (10:04).
  12. 12.0 12.1 訪談, 2020-07-08 (1:00:15).
  13. 直播, 2017-11-17 (55:27).
  14. node xp.png
  15. 15.0 15.1 直播, 2017-05-26 (28:16).
  16. Blog: Creative Director's Letter
  17. 直播, 2020-01-30 (1:01:59).
  18. Blog: Development Update with Village Node.
  19. 直播, 2023-08-31 (50:25).
  20. 影片, 2023-08-31 (2:59).
  21. 訪談, 2023-07-09 (1:32:45).
  22. 直播, 2017-05-19 (33:57).
  23. 直播, 2018-01-20 (38:17).
  24. 直播, 2018-04-8 (PM) (51:49).
  25. 25.0 25.1 25.2 Blog: Exploring the Boundless Opportunities of Freeholds.
  26. 26.0 26.1 26.2 Development Update with Freehold Preview.
  27. 直播, 2023-04-07 (31:49).
  28. 直播, 2017-05-24 (9:58).
  29. Steven Sharif - Clarification points from today’s stream.
  30. 30.0 30.1 30.2 steven-housing-numbers.png
  31. 31.0 31.1 31.2 訪談, 2018-05-11 (50:47).
  32. 32.0 32.1 steven-selling-freeholds.png
  33. 33.0 33.1 33.2 33.3 直播, 2020-06-26 (47:32).
  34. 直播, 2020-06-26 (54:03).
  35. MMOGames interview, January 2017
  36. 36.0 36.1 36.2 36.3 直播, 2017-05-12 (55:01).
  37. 37.0 37.1 直播, 2023-06-30 (1:12:07).
  38. 38.0 38.1 直播, 2023-06-30 (14:09).
  39. 39.0 39.1 直播, 2023-06-30 (13:10).
  40. 40.0 40.1 影片, 2023-06-30 (21:22).
  41. 41.0 41.1 直播, 2020-06-26 (53:41).
  42. 42.0 42.1 42.2 訪談, 2020-07-08 (33:34).
  43. 直播, 2017-05-12 (52:01).
  44. 直播, 2020-06-26 (1:02:12).
  45. 45.0 45.1 直播, 2023-06-30 (1:15:34).
  46. stevenclarification.png
  47. 直播, 2017-05-19 (32:23).
  48. steven-freehold-sales.png
  49. 直播, 2020-06-26 (56:08).
  50. 直播, 2023-06-30 (1:20:20).
  51. 51.0 51.1 直播, 2019-05-30 (1:23:41).
  52. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 直播, 2017-05-10 (30:53).
  53. Citizenship.png
  54. 訪談, 2020-07-08 (40:20).
  55. 55.0 55.1 直播, 2020-06-26 (45:32).
  56. 56.0 56.1 56.2 56.3 影片, 2020-05-31 (47:32).
  57. 直播, 2020-06-26 (53:20).
  58. 直播, 2020-05-29 (1:03:35).
  59. 59.0 59.1 About Ashes of Creation.
  60. 影片, 2019-07-16 (0:00).
  61. 直播, 2017-05-15 (45:20).
  62. 訪談, 2017-01-20 (4:19).
  63. 訪談, 2018-05-11 (28:21).
  64. flagging.jpg
  65. 65.0 65.1 直播, 2020-12-22 (1:13:51).
  66. 影片, 2016-12-04 (0:02).
  67. Twitch Bustin - Practice Sieges?
  68. 影片, 2017-04-30 (5:31).
  69. 直播, 2022-01-28 (17:50).