Villages

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⧼{{{2}}}⧽]] (阶段 3) node screenshot.[1]

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

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。[6] 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。[7]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[5][8]

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。[5]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[9]

[[{{{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。[11][12]

  • 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。[13]
    • 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。[14]

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。[6]
  • 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。[15]
  • 某节点的公民仍可以协助其他节点发展。[16]
  • 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[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

附庸节点

Vassal node structure.[18]

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.[18]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[7][12]

[[{{{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.[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]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[11][12]

    • 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.[5]
    • If the parent node advances, the vassal is once again able to advance.[7]
  • 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

节点选举

Alpha-1 node election user interface.[24]

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.[25]Steven Sharif

Once a node has reached

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) there will be a one week cooldown period before node elections begin.[25]

  • This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[25]
  • Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[25]
  • 节点战 may not be declared for 21 days following a node advancing to any stage.[26]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3), not higher stages.[27]

节点选举 occur on a monthly basis.[25][28]

Buildings

Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[4]

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[4] 村庄阶段及以上[46] 5[47] 伺服器每名角色一间[48]
个人土地房 开放世界[4] 村庄阶段及以上[4] 充足'[47] 每个帐号一座[48]
固定房屋 节点内[4] 村庄阶段及以上[4] 8[47] 伺服器每名角色一间[48]

房地产

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[49][50][51][30][4]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[52] Currently freeholds may be acquired via auction.[42][53][54][55][43][56]
    • A grace period will occur before the housing becomes available for auction.[52]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[52]
    • At the end of the auction, the highest bidder will win the house.[52]
  • Housing will have a base price that scales with the number of citizens in the node.[57]
    • There is no cap on the price of player-originated housing sales.[58]
    • 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.[59]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node.[42][53][54][55][43][56][62][63]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[64]
    • Previously it was stated that freeholds may not be sold to other players.[50][65]
    • Players cannot be denied from buying a freehold.[66]
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.[61]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".[57]
  • Players will not be able to exceed their allotment of housing in the game.[67]
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.[67]

Housing benefits

玩家房屋有许多好处,[50][68] 而不同种类将有不同好处。[58]

  • 可申请成为该节点公民[69]
    • 同时为节点公民的屋主可拥得额外好处。[58]
  • 可摆放家具及其他装饰物品[70][71][72]
    • 刚购买时房屋将空空如也. 玩家需要自行摆放家具和装饰品。Players will need to place furnishings and decorations in them.[73]
    • 可摆放的装饰品数量将取决于房屋的大小。[50]
  • 储物箱。[72][68]
    • 储物箱需要透过制造取得。不同种类的房屋将设有储物箱的品质限制。[72]
    • 储物箱品质愈高,储存量愈高。[72]
  • 制造台,可制造家具等物品。[71][68]
  • 展示奖品。[68]
  • 展示成就和战利品 (未定)。[68]
  • 社交活动。[68]
  • 身处房屋附近时,可获取额外奖励 (未定)。[68]

商队

商队让希望赚取利润的玩家运输货物。[75]

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。[75]

  • 商队可用于运输多个玩家的货物。[79]

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)。[81]

节点战

节点战 (Pre-alpha footage).[82]

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.[5]Margaret Krohn

节点战 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[83]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![84]Steven Sharif

Monster coin events

Legion monster coin events are common events that occur for 节点 up to the 村庄 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.[86]

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.[86]

视觉效果

其他

引用

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