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Sobald ein Knotenpunkt die Dorf-Stufe erreicht, stehen Gebäude zur Verfügung, die Güter und Dienstleistungen, als auch Unterkunft für Spieler anbieten.[2]

Node service buildings

Alpha-2 Service buildings.[3][4]

The important thing with the service building system for us is that it's a way to shape your node like a character; and to give you an exclusive niche that you can carve out in the world; or a niche that you fight over. If you go down this weaponsmithing path and you build your node to be this mecca of weaponsmithing and the node three doors down builds it, there's reason for you to conflict over it. They're taking your business. Or maybe you are in a zone and there isn't a weaponsmithing thing anywhere near you, and you do want to start to carve that path for yourself to make your node a place people visit and come to.[4]Chris Justo

Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[3][4][5][6][7][8][9] Service buildings are further broken down into two main types:[3][4]

Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[10]Chris Justo

Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[3][4]

  • Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[11][7]

Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[3][14]

Node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nicht NDA Bildschirmfoto.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[15]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[16]Margaret Krohn

Node layout and style is determined by several factors:[17][18]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[19]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[20]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[18]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[26]Steven Sharif
  • The rest is determined by the node's mayor.[18]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[27]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[27]Steven Sharif

Racial influences

Alpha-1 Dorf node layout.[28]

Wir haben im Wesentlichen Sets, die über alle Rassen hinweg existieren; und jede Rasse, die diese Rüstungssets trägt, wird ihren eigenen rassischen Einfluss auf die Präsentation dieser speziellen Sets haben. Das ist etwas Einzigartiges in der Art und Weise, wie jede der Rassen diversifiziert wird. Je mehr eine bestimmte Rasse zur Entwicklung einer Node beiträgt, desto mehr manifestiert sich dies in den architektonischen Einflüssen dieses bestimmten Nodes. Ihr werdet sehen, wie sich die Architekturen dieser Rassen auch innerhalb der Nodes manifestieren: Das ist eine weitere Art, wie wir jede Rasse diversifizieren und die Kultur jeder Rasse im Spiel durch diese Architekturen, durch diese existierenden Requisiten, durch die Schneiderei präsentieren der Rüstungssets, die der NPC tragen könnte, zu den verschiedenen existierenden Fraktionen. Fraktionen werden auch ihre eigene Zugehörigkeit zu verschiedenen Rassen haben. Jede Rasse wird auch eine andere Nomenklatur haben, wenn es um die Überlieferungen oder Orte in der Welt geht. Sie werden auch ihre eigenen sprachlichen Einflüsse haben: Die Art und Weise, wie sie sprechen, wird zwischen den Rassen unterschiedlich sein; wenn Sie Dialogbäume mit bestimmten NPCs haben. All diese Dinge tragen also wirklich dazu bei, eine immersive Welt zu schaffen, in der die Kulturen ihre eigene Identität haben[21]Steven Sharif

Kulturelle Einflüsse manifestieren sich in vielerlei Hinsicht, von der Node und Ausrüstungsästhetik bis hin zu NPC languages und Überlieferungen. [21][29][16]

  • Das Aussehen der Ausrüstung bestimmter Rüstungssets wird von der Rasse des Spielers beeinflusst. [21]
  • Das Nodelayout und der Stil werden von der Rasse beeinflusst, die am meisten zu dieser Node beiträgt. [21]
    • Vorteile können für Bürger der dominanten Kultur gelten, können aber auch für Mechaniken der Node gelten, was auch für Mitglieder andererRassen von Vorteil sein kann. [29]
    • Es gibt Zermürbungsmechanismen, die Erfahrung und Einfluss beeinflussen, um eine einzelne Rasse davon abzuhalten, die ganze Welt zu dominieren. [30]
  • NPCs reagieren unterschiedlich auf verschiedene Characterrassen. [31]

Es gibt eine Abnutzung und diese Abnutzung von Erfahrung und Einfluss wird basierend auf der Leistung des Rennens in der Welt erhöht. Wenn also all diese Nodes Ork-Nodes sind, dann ist ihre Abnutzungsrate sehr hoch, um mit der kulturellen Etablierung neuer Nodes zu konkurrieren, weil sie mehr Einfluss in der Welt haben und eine populäre Meinung gegen sie in ihren abgelegenen Regionen ist, in denen sie keinen Einfluss haben[30]Steven Sharif

Node building destruction

Destructible castle.[32]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[33]Steven Sharif

Node-Gebäude (including player housing) have hit points and can be damaged or destroyed by different systems.[13][34]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[3][14]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[3][14] Any NPCs or services offered by that building will not be available until the building is repaired.[6][34]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[3][14][13]

List of service buildings

Alpha-2 Service buildings work-in-progress UI.[45]

All the services that come default with the node, we as a design team deemed essential: We want caravans to move around the world, so everyone should have a Caravansary. You want players to have storage, so everyone should have a Warehouse. But that doesn't mean those default buildings can't be upgraded and specialized themselves. But the empty plots are where you really get to start specializing your node.[45]Chris Justo

Gebäude auf dem Grundbesitz

Freehold building types.[46][47]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[48]

Gebäude auf dem Grundbesitz that can be placed on a freehold plot serve three main purposes.[48][47][49][2][50]

Freehold buildings require blueprints and materials to construct.[48][52]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[53]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[47][54]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[54]
  • Basements in freehold buildings are to be decided.[55]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[48][56][57][58][59]

  • Buildings that require permits will have additional upkeep costs.[48]

Freehold building architecture is based on the blueprint for the building.[47][60]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[60]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[65][47]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[65]Kory Rice

Gebäude auf dem Grundbesitz and other items/props can be placed on freehold plots (by the land owner).[49][66][67][2][50]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[48][69]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[69][49]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[48]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[68]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[70]

Naming buildings

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Gebäude will be able to be named. The custom name will appear as floating text when it is targeted.[72]

Freehold building skins

ThemenbezogeneFreehold-Skins wurden als Kickstarter und Sommer-Crowdfunding Belohnungen angeboten und werden über den Kosmetikladen verkauft. [.[73][74]

Ich hatte neulich ein Treffen mit dem Designteam (da sie an weiteren Details für das Freehold-System arbeiten), um bei der Klärung einiger Antworten auf die Fragen zu helfen, die ihr alle gestellt habt, und sie werden mir Informationen schicken. Sobald ich diese erhalten habe, werde ich an einem Inhaltsupdate arbeiten, um diese Informationen widerzuspiegeln, und in Zukunft werden wir diese Details zu jedem einzelnen kosmetischen Gegenstand bereitstellen. Die Aktualisierung aller früheren Gegenstände, um mehr Klarheit darüber zu schaffen, auf welchen Arten von Gegenständen im Spiel Sie die Kosmetika platzieren können, wird einige Zeit in Anspruch nehmen, sobald dieser Prozess beginnt. Bitte lassen Sie uns also wissen, wie wir von gegenwärtigen zu früheren Gegenständen beginnen und deren Informationen aktualisieren.[75]Margaret Krohn

Freehold building destruction

Grundbesitz may be attacked by any player for a period of two hours following a successful siege against its parent node.[76][77][16][78] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[48]

  • Players and their allies may defend their freehold for this period of time.[78]
  • Structures and guards may be obtained to defend freeholds during this period.[78]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[48]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[77][16]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[77]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Dorf (Stufe 3) node or above, it will be destroyed.[48][16][77][79]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[16]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[81]Steven Sharif


Siehe auch


  1. Liveübertragung, 2020-01-30 (1:01:59).
  2. 2.0 2.1 2.2 2.3 Node series part II – the Metropolis.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Blog: Development Update with Village Node.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Liveübertragung, 2023-08-31 (50:25).
  5. Video, 2023-08-31 (2:59).
  6. 6.0 6.1 Interview, 2023-07-09 (1:32:45).
  7. 7.0 7.1 Liveübertragung, 2017-05-19 (33:57).
  8. Liveübertragung, 2018-01-20 (38:17).
  9. Liveübertragung, 2018-04-8 (PM) (51:49).
  10. Liveübertragung, 2023-08-31 (56:18).
  11. Liveübertragung, 2023-08-31 (52:56).
  12. Video, 2023-08-31 (34:37).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Liveübertragung, 2022-03-31 (1:13:00).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Liveübertragung, 2023-08-31 (57:23).
  15. Blog - Know Your Nodes - The Basics.
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Blog - Know Your Nodes - Advance and Destroy.
  17. 17.0 17.1 17.2 Liveübertragung, 2020-10-30 (39:17).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Liveübertragung, 2018-09-27 (53:06).
  19. 19.0 19.1 Liveübertragung, 2022-02-25 (41:00).
  20. 20.0 20.1 Liveübertragung, 2021-02-26 (1:12:18).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 Liveübertragung, 2022-03-31 (4:57).
  22. Podcast, 2021-04-11 (29:47).
  23. Interview, 2018-05-11 (54:34).
  24. Liveübertragung, 2017-05-26 (21:23).
  25. Podcast, 2021-04-11 (23:36).
  26. 26.0 26.1 Interview, 2018-05-11 (47:27).
  27. 27.0 27.1 Liveübertragung, 2022-07-29 (1:13:09).
  28. Liveübertragung, 2020-06-26 (45:32).
  29. 29.0 29.1 Interview, 2021-02-07 (33:00).
  30. 30.0 30.1 Interview, 2018-05-11 (1:00:19).
  31. Podcast, 2018-04-23 (29:56).
  32. Liveübertragung, 2019-10-31 (36:20).
  33. 33.0 33.1 Liveübertragung, 2019-11-22 (16:56).
  34. 34.0 34.1 34.2 34.3 Interview, 2020-07-08 (57:46).
  35. Forums - Livestream Q&A 2022-08-26.
  36. Liveübertragung, 2019-11-22 (17:59).
  37. Interview, 2023-07-09 (1:36:24).
  38. Liveübertragung, 2022-10-14 (52:31).
  39. Podcast, 2021-09-29 (14:21).
  40. Liveübertragung, 2020-04-30 (1:14:44).
  41. siege spoils.png
  42. 42.0 42.1 Liveübertragung, 2020-06-26 (1:02:12).
  43. Liveübertragung, 2017-07-18 (40:14).
  44. Liveübertragung, 2017-11-17 (47:10).
  45. 45.0 45.1 Video, 2023-08-31 (33:07).
  46. Liveübertragung, 2023-06-30 (12:11).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 Development Update with Freehold Preview.
  48. 48.00 48.01 48.02 48.03 48.04 48.05 48.06 48.07 48.08 48.09 48.10 48.11 48.12 48.13 Blog: Exploring the Boundless Opportunities of Freeholds.
  49. 49.0 49.1 49.2 49.3 49.4 49.5 49.6 Liveübertragung, 2023-04-07 (31:49).
  50. 50.0 50.1 Liveübertragung, 2017-05-24 (9:58).
  51. Video, 2023-06-30 (15:34).
  52. stevenclarification.png
  53. Liveübertragung, 2023-06-30 (18:45).
  54. 54.0 54.1 Interview, 2020-07-08 (45:23).
  55. Liveübertragung, 2019-06-28 (1:09:22).
  56. 56.0 56.1 steven-freehold-building-permits.png
  57. 57.0 57.1 57.2 Interview, 2023-07-09 (54:46).
  58. 58.0 58.1 58.2 Liveübertragung, 2023-06-30 (1:45:22).
  59. 59.0 59.1 59.2 Tax spending.png
  60. 60.0 60.1 60.2 60.3 Liveübertragung, 2020-08-28 (2:14:06).
  61. Liveübertragung, 2023-06-30 (22:05).
  62. 62.0 62.1 62.2 Liveübertragung, 2020-11-30 (57:50).
  63. 63.0 63.1 63.2 cosmetic-levels.png
  64. Liveübertragung, 2017-05-26 (44:11).
  65. 65.0 65.1 Liveübertragung, 2023-06-30 (7:36).
  66. 66.0 66.1 Liveübertragung, 2020-05-29 (41:27).
  67. Liveübertragung, 2017-10-16 (56:42).
  68. 68.0 68.1 Liveübertragung, 2023-06-30 (1:21:48).
  69. 69.0 69.1 Interview, 2023-07-09 (33:55).
  70. Liveübertragung, 2023-06-30 (1:36:52).
  71. steven-target-dummies.png
  72. Liveübertragung, 2018-10-31 (46:18).
  73. Warrior of Old.png
  74. Summer Warrior of Old.png
  75. freehold-skin-clarification.png
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  77. 77.0 77.1 77.2 77.3 Liveübertragung, 2020-08-28 (2:04:00).
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