“Villages”的版本间差异
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2018年6月7日 (四) 20:42的版本
A village is the third stage of node advancement.[1]
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][5]
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。[6]
- 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。[7]
- 节点等级愈高,其影响区域愈大。[8]
- 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。[2]
- 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。[9][10]
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。[2]
- 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。[13]
- 某节点的公民仍可以协助其他节点发展。[14]
- 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。[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]
- 节点建筑 are either default buildings that come with the node, or they are constructed buildings that are initiated by the mayor and built by players.[18][19][20][21][22][23][24]
- 个人土地房建筑 that are placed on freehold plots function as homesteads, artisan and businesses buildings.[25][26][27][8][28]
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[8] | 村庄阶段及以上[29] | 5[30] | 每伺服器每名角色一间[31] |
个人土地房 | 开放世界[8] | 村庄阶段及以上[8] | 充足'[30] | 每个帐号一座[31] |
固定房屋 | 节点内[8] | 村庄阶段及以上[8] | 8[30] | 每伺服器每名角色一间[31] |
房地产
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]
- 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]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[44]
- Freehold plots may be purchased from and sold to other players,[32][45] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node.[25][37][38][39][26][40][46][47]
- 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]
- Rental and leasing concepts are under consideration.[51]
Housing benefits
玩家房屋有许多好处,[33][52] 而不同种类将有不同好处。[42]
- 可申请成为该节点的公民。[53]
- 同时为节点公民的屋主可拥得额外好处。[42]
- 可摆放家具及其他装饰物品。[54][55][56]
- 储物箱。[56][52]
- 制造台,可制造家具等物品。[55][52]
- 展示奖品。[52]
- 展示成就和战利品 (未定)。[52]
- 社交活动。[52]
- 身处房屋附近时,可获取额外奖励 (未定)。[52]
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。[59]
- 商队可用于运输多个玩家的货物。[63]
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)。[65]
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.[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]
- Death penalties do not apply to objective-based events such as node sieges.[65]
- 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
- 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.[69]
美术图
其他
引用
- ↑ 1.0 1.1 Node series part II – the Metropolis.
- ↑ 2.0 2.1 2.2 直播, 2017-10-16 (50:20).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 4.0 4.1 4.2 4.3 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 5.0 5.1 5.2 A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ 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.
- ↑
- ↑
- ↑ 11.0 11.1 访谈, 2020-07-18 (10:04).
- ↑ 12.0 12.1 访谈, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 15.0 15.1 直播, 2017-05-26 (28:16).
- ↑ 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).
- ↑ 访谈, 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).
- ↑ 25.0 25.1 25.2 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 26.0 26.1 26.2 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.
- ↑ 30.0 30.1 30.2
- ↑ 31.0 31.1 31.2 访谈, 2018-05-11 (50:47).
- ↑ 32.0 32.1
- ↑ 33.0 33.1 33.2 33.3 直播, 2020-06-26 (47:32).
- ↑ 直播, 2020-06-26 (54:03).
- ↑ MMOGames interview, January 2017
- ↑ 36.0 36.1 36.2 36.3 直播, 2017-05-12 (55:01).
- ↑ 37.0 37.1 直播, 2023-06-30 (1:12:07).
- ↑ 38.0 38.1 直播, 2023-06-30 (14:09).
- ↑ 39.0 39.1 直播, 2023-06-30 (13:10).
- ↑ 40.0 40.1 影片, 2023-06-30 (21:22).
- ↑ 41.0 41.1 直播, 2020-06-26 (53:41).
- ↑ 42.0 42.1 42.2 访谈, 2020-07-08 (33:34).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑ 45.0 45.1 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).
- ↑ 51.0 51.1 直播, 2019-05-30 (1:23:41).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 直播, 2017-05-10 (30:53).
- ↑
- ↑ 访谈, 2020-07-08 (40:20).
- ↑ 55.0 55.1 直播, 2020-06-26 (45:32).
- ↑ 56.0 56.1 56.2 56.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2020-06-26 (53:20).
- ↑ 直播, 2020-05-29 (1:03:35).
- ↑ 59.0 59.1 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).
- ↑
- ↑ 65.0 65.1 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).