Zerstörbare Umgebung

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[1] – Michael Bacon
Zerstörbare Umgebung wird ein Kernelement dessen sein, wie Spieler mit der Welt interagieren werden. Sowohl in Ashes of Creation Apocalypse als auch in dem Ashes of Creation MMORPG.[4]
We want destruction to be a very core element of how players make their way through the world.[4] – Steven Sharif
- Möglicherweise schaffen es Angreifer nicht eine Node während ihrer Belagerung zu zerstören. Stattdessen führen sie vielleicht gezielte Angriffe durch, um spezielle Service-Gebäude in der Node außer Betrieb zu setzen. Diese Gebäude können mit Belagerungswaffen und Bomben angegriffen werden.[5]
- Node-Gebäude (inklusive Player Housing) haben Lebenspunkte und können während Belagerungen beschädigt werden. Wenn Gebäude mehr als ungefähr 25% Schaden nehmen, sind jegliche NPCs oder Services von diesem Gebäude nicht verfügbar, bis dieser Schaden repariert wurde.[6]
- Wenn die Node eine Belagerung überstehen sollte, müssen die Einwohner die nötigen Ressourcen beschaffen um beschädigte Infrastruktur wieder aufzubauen und zu reparieren.[6][7]
- Große und weiter fortgeschrittene Gebäufe benätigen mehr Ressourcen um diese zu reparieren. In-Node Housing wird vermutlich die geringste Menge an Ressourcen für die Reparatur benötigen.[8]
- Spielerbehausungen, die während einer Belagerung zerstört wurden, können nicht mehr verkauft werden.[9]
- Einrichtung und Dekorationen werden erhalten und können später wieder platziert werden.[9][10][11]
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 you know 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.[5] – Steven Sharif
Inhaltsverzeichnis
Node destruction

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. 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.[12] – Margaret Krohn
Nodes can be destroyed starting at Dorf (Stufe 3) following a successful siege against that node.[12]
- Players lose their node citizenship after their node is destroyed.[12]
- After a node is destroyed, the footprint of the node will enter a ruined state and will become an open PvP zone for a number of days equal to the node's level. These ruins consist of a debris field of treasures that are lootable by players entering the area.[13][14][6][15][16]
- Previously it was stated that attackers who participated in the siege will have exclusive looting rights for period of time following the node's destruction.[17] Any loot remaining after this period will be open for anyone to loot.[17]
- After a number of days equal to the destroyed node's level, the node will revert back to stage 0 (wilderness) and any modified terrain will revert back to its original state.[13][18][19]
- Treasures in the debris field will take time and tools to uncover.[13]
- The warehouse debris will contain a portion of all Materialien (crafting components) and Gatherables that were stored in the destroyed node.[13][14][6][15][16]
- The reliquary debris will contain a stockpile of shards of the relics that were stored there.[20][13][14][21][22]
- The town hall debris might contain tax-oriented certificates that were held within the vaults and in the treasury.[14]
- The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[14]
- Gatherables and processed goods that were stored in in-node housing and apartment storage chests become lootable. These are not lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[6]
Housing destructibility
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[10]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Zerstörung von Apartments
Apartments können unter den folgenden Umständen zerstört werden:[10]
- Falls das Gebäude während einer Belagerung zerstört wurde, selbst wenn die Belagerung nicht erfolgreich war.
- Falls die Node durch die Belagerung unter Stufe 4 (Stadt) fällt.
Freehold destructibility
Grundbesitz may be attacked by any player[23] for a period of two hours[12] following a successful siege against its parent node.[24]
- Players and their allies may defend their freehold for this period of time.[24]
- Structures and guards may be obtained to defend freeholds during this period.[24]
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.[23][12]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[23]
- At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Dorf) node or above, it will be destroyed.[25]
- Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[26]
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.[12] – Margaret Krohn
Ship destructibility
Ship destruction at sea will leave its crew stranded, since ships (excluding See-Karawanen) may only be summoned from a port or harbor.[27][28][29]
- There is no "recall" (fast-travel) option to return to shore, however death by drowning will respawn the player on shore but will incur experience debt (and other death penalties).[27]
- We don't have a recall... There is consequence for you losing the means of your mobility and if you lost the means of that mobility then those consequences are it's going to take you longer to get to where you need to go, or you're going to have to suffer some experience debt.[27] – Steven Sharif
- Dynamic destructibility of ships is under consideration.[30]
- I mean traditionally if we did not use dynamic destruction, that what we would use is decals to simulate damage on the ship based on an overall hit point value. At certain hit point values we would swap out the mesh to show a more destructive state potentially; and that and you know at that point for a user in regards to immersion you know both are very similar from the immersion factor right?[30] – Steven Sharif
Visuals
2021-05-29 2021-05-29 2019-09-24 2019-06-28
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 Liveübertragung, 2019-10-31 (36:20).
- ↑ Ashes of Creation Apocalypse Early Access.
- ↑ Video, 2019-09-24 (0:10).
- ↑ 4.0 4.1 Liveübertragung, 2019-06-28 (31:15).
- ↑ 5.0 5.1 Liveübertragung, 2019-11-22 (16:56).
- ↑ 6.0 6.1 6.2 6.3 6.4 Interview, 2020-07-08 (57:46).
- ↑ Liveübertragung, 2019-11-22 (17:59).
- ↑ Interview, 2020-07-08 (59:38).
- ↑ 9.0 9.1 Liveübertragung, 2020-06-26 (1:02:12).
- ↑ 10.0 10.1 10.2 Liveübertragung, 2017-07-18 (40:14).
- ↑ Liveübertragung, 2017-11-17 (47:10).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 13.0 13.1 13.2 13.3 13.4 Liveübertragung, 2022-10-14 (52:31).
- ↑ 14.0 14.1 14.2 14.3 14.4 Podcast, 2021-09-29 (14:21).
- ↑ 15.0 15.1 Liveübertragung, 2020-04-30 (1:14:44).
- ↑ 16.0 16.1
- ↑ 17.0 17.1 Podcast, 2021-09-29 (15:46).
- ↑ Liveübertragung, 2020-06-26 (1:48:43).
- ↑
- ↑
- ↑ Podcast, 2021-09-29 (10:49).
- ↑ Interview, 2020-07-18 (56:11).
- ↑ 23.0 23.1 23.2 Liveübertragung, 2020-08-28 (2:04:00).
- ↑ 24.0 24.1 24.2 Liveübertragung, 2017-05-19 (28:04).
- ↑ Liveübertragung, 2017-05-19 (29:34).
- ↑ Liveübertragung, 2021-02-26 (1:11:13).
- ↑ 27.0 27.1 27.2 Liveübertragung, 2022-04-29 (1:08:27).
- ↑ Liveübertragung, 2020-05-29 (1:28:38).
- ↑ Podcast, 2018-05-11 (11:51).
- ↑ 30.0 30.1 Liveübertragung, 2019-07-26 (1:07:22).