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“Villages”的版本间差异
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== Node advancement == | == Node advancement == | ||
{{Node advancement}} | {{Node advancement}} | ||
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+ | === Vassal nodes === | ||
+ | |||
+ | {{Vassal nodes}} | ||
== Buildings == | == Buildings == | ||
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{{Node sieges}} | {{Node sieges}} | ||
+ | |||
+ | == Monster coin events == | ||
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+ | {{Legion monster events}} | ||
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+ | {{Elite monster events}} | ||
+ | |||
+ | == Artwork == | ||
+ | |||
+ | {{#dpl:category = Village | ||
+ | |mode = gallery | ||
+ | |namespace= file | ||
+ | }} | ||
== See also == | == See also == | ||
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* [[Node sieges]] | * [[Node sieges]] | ||
− | + | == References == | |
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+ | <references/> | ||
[[Category:Node stages]] | [[Category:Node stages]] |
2019年3月27日 (三) 00:25的版本
A village is the third stage of node advancement.[4]
- At the Village Stage, the camp becomes a small frontier town. There are some permanent structures in place at this level, as well as the beginning of local Government. The Development Area feels permanent and lived in. You'll find buildings developed with more advanced materials, features such as stone and mortar, fences, and other common structures. The Village Stage will also unlock a Special Building that grants unique utility to its Node Type - Military, Economic, Divine or Scientific; we’ll share further details on those buildings in future entries in this series that cover each specific Node Type.[5] – Margaret Krohn
節點發展
玩家 (公民或非公民) 於節點的影響區域內進行活動 (任務、採集、團隊戰鬥等) 時,將有助該節點發展,提升節點至更高階段。[5][8]
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。[5] – 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。[9]
- 第一階段發展需時短,讓玩家可以使用售賣、存放物品等 NPC 功能。[10]
- 節點等級愈高,其影響區域愈大。[4]
- 等級較低的節點 (即附庸節點) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。[6]
- 附庸系統將在節點發展至
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點從
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[11][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.[13] – 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.[14] – 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。[6]
- 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。[15]
- 某節點的公民仍可以協助其他節點發展。[16]
- 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。[17]
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.[17] – Steven Sharif
附庸節點
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[7][12]
- A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) can control up to two
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) nodes. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) can control one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) and one
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node. A
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) can control an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) or an
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1). If the
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) gets destroyed through a siege, its dependant
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) and
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) nodes are also destroyed.[18]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[19] – 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.[20][21]
- 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.[21] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[23]
- Vassal nodes must remain at least one node stage below their parent node.[7]
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[11][12]
- 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.[23][7]
- 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.[5]
- 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.[23] – 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.[7]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[7]
- Citizens of vassals are bound by the diplomatic states of the parent node.[7]
- 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.[5] – Margaret Krohn
Buildings
Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[4]
- 節點建築 are either default buildings that come with the node, or they are constructed buildings that are initiated by the mayor and built by players.[26][27][28][29][30][31][32]
- 個人土地房建築 that are placed on freehold plots function as homesteads, artisan and businesses buildings.[33][34][35][4][36]
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[4] | 村莊階段及以上[37] | 5[38] | 每伺服器每名角色一間[39] |
個人土地房 | 開放世界[4] | 村莊階段及以上[4] | 充足'[38] | 每個帳號一座[39] |
固定房屋 | 節點內[4] | 村莊階段及以上[4] | 8[38] | 每伺服器每名角色一間[39] |
房地產
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[40][41][42][43][4]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[44] Currently freeholds may be acquired via auction.[33][45][46][47][34][48]
- Housing will have a base price that scales with the number of citizens in the node.[49]
- There is no cap on the price of player-originated housing sales.[50]
- 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.[51]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[52]
- Freehold plots may be purchased from and sold to other players,[40][53] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[33][45][46][47][34][48][54][55]
- 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.[53] – 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".[49]
- Players will not be able to exceed their allotment of housing in the game.[59]
- Rental and leasing concepts are under consideration.[59]
Housing benefits
玩家房屋有許多好處,[41][60] 而不同種類將有不同好處。[50]
- 可申請成為該節點的公民。[61]
- 同時為節點公民的屋主可擁得額外好處。[50]
- 可擺放家具及其他裝飾物品。[62][63][64]
- 儲物箱。[64][60]
- 製造台,可製造家具等物品。[63][60]
- 展示獎品。[60]
- 展示成就和戰利品 (未定)。[60]
- 社交活動。[60]
- 身處房屋附近時,可獲取額外獎勵 (未定)。[60]
商隊
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。[67]
- 商隊可用於運輸多個玩家的貨物。[71]
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)。[73]
節點戰
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[5] 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.[8]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[8]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[75]
- Death penalties do not apply to objective-based events such as node sieges.[73]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![76] – 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.[77]
Monster coin events
Legion monster coin events are common events that occur for 節點 up to the 村莊 stage. This might include a horde of zombies rolling across the countryside finding something or someone to feast on. Players who wish to keep their advancements will need to be vigilant.[78]
Elite monster coin events occur for nodes that exist between the 村莊 and 大都會 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.[78]
美術圖
其他
引用
- ↑ X.com - What do you all think about the aesthetic of this Village Node?
- ↑ 直播, 2020-01-30 (1:07:50).
- ↑ 直播, 2019-11-22 (50:56).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Node series part II – the Metropolis.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 6.0 6.1 6.2 直播, 2017-10-16 (50:20).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Blog - Know Your Nodes - The Basics.
- ↑ 8.0 8.1 8.2 A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 11.0 11.1
- ↑ 12.0 12.1 12.2
- ↑ 13.0 13.1 訪談, 2020-07-18 (10:04).
- ↑ 14.0 14.1 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 17.0 17.1 直播, 2017-05-26 (28:16).
- ↑ 18.0 18.1 18.2 直播, 2022-08-26 (1:07:34).
- ↑
- ↑ 直播, 2023-08-31 (52:56).
- ↑ 21.0 21.1 直播, 2022-08-26 (1:04:35).
- ↑
- ↑ 23.0 23.1 23.2 直播, 2022-08-26 (1:10:16).
- ↑ Blog: Creative Director's Letter
- ↑ 直播, 2020-01-30 (1:01:59).
- ↑ Blog: Development Update with Village Node.
- ↑ 直播, 2023-08-31 (50:25).
- ↑ 影片, 2023-08-31 (2:59).
- ↑ 訪談, 2023-07-09 (1:32:45).
- ↑ 直播, 2017-05-19 (33:57).
- ↑ 直播, 2018-01-20 (38:17).
- ↑ 直播, 2018-04-8 (PM) (51:49).
- ↑ 33.0 33.1 33.2 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 34.0 34.1 34.2 Development Update with Freehold Preview.
- ↑ 直播, 2023-04-07 (31:49).
- ↑ 直播, 2017-05-24 (9:58).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 38.0 38.1 38.2
- ↑ 39.0 39.1 39.2 訪談, 2018-05-11 (50:47).
- ↑ 40.0 40.1
- ↑ 41.0 41.1 41.2 41.3 直播, 2020-06-26 (47:32).
- ↑ 直播, 2020-06-26 (54:03).
- ↑ MMOGames interview, January 2017
- ↑ 44.0 44.1 44.2 44.3 直播, 2017-05-12 (55:01).
- ↑ 45.0 45.1 直播, 2023-06-30 (1:12:07).
- ↑ 46.0 46.1 直播, 2023-06-30 (14:09).
- ↑ 47.0 47.1 直播, 2023-06-30 (13:10).
- ↑ 48.0 48.1 影片, 2023-06-30 (21:22).
- ↑ 49.0 49.1 直播, 2020-06-26 (53:41).
- ↑ 50.0 50.1 50.2 訪談, 2020-07-08 (33:34).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑ 53.0 53.1 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).
- ↑ 59.0 59.1 直播, 2019-05-30 (1:23:41).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 60.6 直播, 2017-05-10 (30:53).
- ↑
- ↑ 訪談, 2020-07-08 (40:20).
- ↑ 63.0 63.1 直播, 2020-06-26 (45:32).
- ↑ 64.0 64.1 64.2 64.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2020-06-26 (53:20).
- ↑ 直播, 2020-05-29 (1:03:35).
- ↑ 67.0 67.1 About Ashes of Creation.
- ↑ 影片, 2019-07-16 (0:00).
- ↑ 直播, 2017-05-15 (45:20).
- ↑ 訪談, 2017-01-20 (4:19).
- ↑ 訪談, 2018-05-11 (28:21).
- ↑
- ↑ 73.0 73.1 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).
- ↑ 78.0 78.1 直播, 2017-05-03 (36:25).