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Grossstädte

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A city is the fifth stage of node advancement.[2]

From a Town, a Node can change into a large City, which feels alive, bustling with development, and features the accommodations of a major player hub. The City Stage is populated with every major element of civilization, from guild halls to grand temples. Major embassies from other Nodes will also be present if diplomacy prevails. Relics can begin to appear within the vaults of these cities.[3]Margaret Krohn

Weiterentwicklung des Knotenpunkts

Die Staatsbürgerschaft sowie Aktivitäten von Nicht-Staatsangehörigen Spielern (Abenteuer, Sammeln, Raiding, etc.) innerhalb der Einflusszone eines Knotenpunkts zählt zu dieser speziellen Weiterentwicklung des Knotenpunkts (Fortschritt).[4] Es gibt sechs Stufen der Weiterentwicklung des Knotenpunkts.

  1. Expedition (Wenige Stunden)
  2. Lager (Viele Stunden)
  3. Dorf (Ein paar Tage)
  4. Stadt (Viele Tage)
  5. Großstadt (Wenige Wochen)
  6. Metropole (Viele Wochen)
Konzeptionelle Illustration. Ein Knotenpunkt der sich im Einflussbereich eines fortgeschritteneren Knotenpunkts befinden, wird durch den fortgeschritteneren Knotenpunkt in seiner Entwicklung begrenzt.[5]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[6]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[7]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[2]
  • Weniger fortgeschrittene Knotenpunkte (genannt Vassalen Knotenpunkt), die in den Einflussbereich eines fortgeschritteneren Knotenpunkts fallen, können immer noch XP gewinnen, müssen aber in einem niedrigeren Fortschrittsstadium bleiben als das des dominanten Knotenpunkts.[5]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[5]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[8]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[9]
  • Der genaue Prozentsatz des Fortschritts durch den Erhalt von Gegenständen oder das Töten von Monstern wird nicht explizit bekannt sein, um ein "Ausspielen" des Systems zu vermeiden.[10]

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.[10]Steven Sharif

Vasallenknotenpunkte

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[11][12]

  • Vassal nodes must remain at least one node stage below their parent node.[11]
  • 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.[11]
    • 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.[3]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[11]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[11]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[11]

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.[3]Margaret Krohn

Node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Screenshot from non-NDA Alpha-1 preview weekend testing.

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.[11]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.[3]Margaret Krohn

Node layout and style is determined by several factors:[14][15]

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.[17]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.[15]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.[22]Steven Sharif

  • The rest is determined by the node's mayor.[15]

Racial influences

Alpha-1 Dorf node layout.[23]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[14]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Einflussbereich.[24][3]

  • These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.[24]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[25]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[25]Steven Sharif

Spielerbehausungen

Spielerbehausungen Art. Verfügbartkeit. Limit.
Apartments Instanziert.[2] Dorf Stufe und höher.[26] Eines pro Server.[27]
Grundbesitz Open World.[2] Dorf Stufe und höher.[2] Einer pro Account.[27]
Statische Behausungen In-Node.[2] Dorf Stufe und höher.[2] Eine per Server.[27]

Immobilien

Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[28] Spieler können Immobilien auch mit anderen Spielern handeln.[2]

  • Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[29]
  • Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[31]
    • Es wird einen Zeitpuffer geben, bis die Behausungen zur Auktion zur verfügung stehen.[31]
    • Die akzeptierten Startgebote werden bei einem Mindestpreis starten, der sich an der Anzahl der Bürger orientiert.[31]
    • Am Ende der Auktion gewinnt der Höchstbietende das Haus.[31]
  • Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[32][33]
    • Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[34]
    • Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[35]
    • Grundbesitz kann nicht an andere Spieler verkauft werden.[32] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[36]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[34]Steven Sharif

  • Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[29]
  • Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[37]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[37]Steven Sharif

Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[37]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[37]Steven Sharif

Housing benefits

Spielerbehausungen offers a number of benefits:[32][38] Each different type of housing offers different benefits.[34]

  • Ability to claim citizenship to a node.[39]
    • Additional benefits are granted to home owners who are also citizens of that node.[34]
  • Ability to place furniture and other decor items.[40][23][41]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[42]
    • Each size of player-owned housing determines how many decor items can be placed in it.[32]
  • Storage containers.[41][38]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[41]
    • Different grades of storage containers have different inventory capacities.[41]
  • Handwerkskunst benches to craft furniture and other items.[23][38]
  • Prized items can be displayed within a house.[38]
  • Achievements and trophies may be displayed.[38]
  • Social activities.[38]
  • Housing may provide proximity based bonuses.[38]

Karawanen

Karawanen facilitate the transfer of goods for players wishing to turn a profit.[44]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[44]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[47]
  • Karawanen können Güter von mehreren Spielern transportieren.[48]

Knotenpunkt-Belagerungen

Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[4]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [4] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [51]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![52]Steven Sharif

Trophäen-Park

Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[53]

  • Server announcements and achievements are designed to encourage groups to experience new content.[53]

Monstermünzen-Events

Elite monster coin events occur for nodes that exist between the Dorf and Metropole 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.[54]

Epic monster coin events are of truly fitting proportions. These events occur randomly in the world as well as in realms where nodes have advanced to the Großstadt and Metropole stages of development. This would be a legendary boss awoken from their long and deep slumber: A mighty dragon perhaps, whose sole purpose is to plunder to punish those who have summoned his malice and hate.[54]

Kunstwerke

Siehe auch

Einzelnachweise

  1. 1.0 1.1 Liveübertragung, 2020-02-28 (55:39).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Node series part II – the Metropolis.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 4.2 Eine reaktive Welt - Knotenpunkt. Referenzfehler: Ungültiges <ref>-Tag. Der Name „https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  5. 5.0 5.1 5.2 Liveübertragung, 2017-10-16 (50:20).
  6. Video, 2017-04-20 (0:02).
  7. Npc vending.jpg
  8. Liveübertragung, 2017-11-17 (55:27).
  9. node xp.png
  10. 10.0 10.1 Liveübertragung, 2017-05-26 (28:16).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 Blog - Know Your Nodes - The Basics.
  12. 12.0 12.1 jahlon-steven-vassal-nodes-quote.png
  13. steven-quote-neighboring-nodes.png
  14. 14.0 14.1 14.2 14.3 Liveübertragung, 2020-10-30 (39:17).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Liveübertragung, 2018-09-27 (53:06).
  16. Liveübertragung, 2021-02-26 (1:10:28).
  17. 17.0 17.1 Liveübertragung, 2021-02-26 (1:12:18).
  18. Podcast, 2021-04-11 (29:47).
  19. Interview, 2018-05-11 (54:34).
  20. Liveübertragung, 2017-05-26 (21:23).
  21. Podcast, 2021-04-11 (23:36).
  22. 22.0 22.1 Interview, 2018-05-11 (47:27).
  23. 23.0 23.1 23.2 Liveübertragung, 2020-06-26 (45:32).
  24. 24.0 24.1 Interview, 2021-02-07 (33:00).
  25. 25.0 25.1 Interview, 2018-05-11 (1:00:19).
  26. Steven Sharif - Clarification points from today’s stream.
  27. 27.0 27.1 27.2 Interview, 2018-05-11 (50:47).
  28. MMOGames interview, January 2017
  29. 29.0 29.1 Liveübertragung, 2020-06-26 (53:41).
  30. Liveübertragung, 2017-05-12 (52:01).
  31. 31.0 31.1 31.2 31.3 Liveübertragung, 2017-05-12 (55:01).
  32. 32.0 32.1 32.2 32.3 Liveübertragung, 2020-06-26 (47:32).
  33. Liveübertragung, 2020-06-26 (54:03).
  34. 34.0 34.1 34.2 34.3 Interview, 2020-07-08 (33:34).
  35. Liveübertragung, 2020-06-26 (1:02:12).
  36. Liveübertragung, 2020-06-26 (56:08).
  37. 37.0 37.1 37.2 37.3 Liveübertragung, 2019-05-30 (1:23:41).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 Liveübertragung, 2017-05-05 (30:53).
  39. Citizenship.png
  40. Interview, 2020-07-08 (40:20).
  41. 41.0 41.1 41.2 41.3 Video, 2020-05-31 (47:32).
  42. Liveübertragung, 2020-06-26 (53:20).
  43. Liveübertragung, 2020-05-29 (1:03:35).
  44. 44.0 44.1 About Ashes of Creation.
  45. Video, 2019-07-16 (0:00s).
  46. Liveübertragung, 2017-05-15 (45:20).
  47. Interview, 2017-01-20 (4:19).
  48. Interview, 2018-05-11 (28:21).
  49. flagging.jpg
  50. Video, 2016-12-04 (0:02).
  51. node atrophy.png
  52. Video, 2017-04-30 (5:31).
  53. 53.0 53.1 Podcast, 2018-08-04 (1:35:58).
  54. 54.0 54.1 Liveübertragung, 2017-05-03 (36:25).