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地下城, 大型副本, 世界头目, Mobs, 任务, Events, 资源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[1][2][3]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[4]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[5]Steven Sharif

水准

Alpha-1 early iteration of the level-up effect by Jim Sanders.[6]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[6]Steven Sharif

水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[7][8]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[9]Steven Sharif
  • Some levels may offer more rewards than others.[17]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[17]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[18]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[20]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[21]

End game

Ashes of Creation 将不会有一般的 end-game 阶段。[22]

整个节点体验的一部分是,由于世界每天都不断改变,游戏不是有真正的 eng-game 阶段。游戏开始第二个月将比第一个月非常不同,这是老玩家和新玩家同时经历的体验。[22]Jeffrey Bard

我们希望这是个充满活力的游戏,即是所有内容永远都不会过时。我们尽可能让升级过程的体验和 end game 体验相同。我们认为为了让玩家在游戏不同阶段都可以得到最大的乐趣,升级过程的体验至关重要。[23]Sarah Flanagan

等级上限

游戏上线等级上限预料会设定为50等 [24]

开发者预料玩家需要花费约45天,每天玩4-6小时才能达到满等 [25][26]

  • Lower level characters will have usefulness in mass combat (such as 节点战) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[27]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[25]Steven Sharif

职业成长

若一名斗士选择法师为副原型,其将变成 Spellsword. 组合原型后,玩家可以将主技能树的技能增强。斗士的冲锋能让他们冲向敌人,对其造成伤害并有机会击倒敌人。而法师的逃脱增强可以应用于冲锋,让冲锋变成将玩家传送到目标的位置,移除了本来向敌人冲锋所需的时间。[29]

职业成长与玩家的匠人成长无关。[36]

世界事件不会直接影响职业的效能,但将可能有一些附带影响,例如装备附魔纹身的供应。[37]

Zone of Influence

节点有预设位置及其影响区域[38]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[3]Margaret Krohn

每个节点都有预设的影响覆盖范围,称为影响区域。玩家在影响区域内的活动将影响该区节点的发展[38]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[39]Jeffrey Bard

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[38]

There is not a space where you will move in to do something and no node will get that experience.[41]Steven Sharif

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。[46] 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。[3]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[47][48]

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。[47]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[49]

[[{{{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。[52][53]

  • 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。[54]
    • 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。[55]

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.[54]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.[55]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。[46]
  • 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。[56]
  • 某节点的公民仍可以协助其他节点发展。[57]
  • 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[58]

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.[58]Steven Sharif

附庸节点

Vassal node structure.[59]

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.[59]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[3][53]

[[{{{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.[59]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[60]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.[61][62]
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.[62]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[64]

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[52][53]

    • 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.[47]
    • If the parent node advances, the vassal is once again able to advance.[3]
  • 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.[64][3]
    • 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.[47]
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.[64]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.[3]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[3]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[3]
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.[47]Margaret Krohn

其他

引用

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