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An encampment (also referred to as Camp[4]) is the second stage of node advancement.[5]

Once an Expedition becomes an Encampment, the group of NPCs grows in number, and more semi-permanent structures are in place. The Development Area feels a little more lived-in at this level, occupied with what people could build with wagons and simple tools - larger tents, smokehouses, and buildings constructed from local materials.[6]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).[7] 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.[8]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[9]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[10]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[5]
  • 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.[8]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[8]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[11]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[12]
  • 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.[13]

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.[13]Steven Sharif


Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[14][15]

  • Vassal nodes must remain at least one node stage below their parent node.[14]
  • 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.[14]
    • 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.[6]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[14]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[14]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[14]

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.[6]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.[14]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.[6]Margaret Krohn

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

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.[25]Steven Sharif

  • The rest is determined by the node's mayor.[18]

Racial influences

Alpha-1 Dorf node layout.[26]

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.[17]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.[27][6]

  • 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.[27]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[28]

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.[28]Steven Sharif


Legion monster coin events are common events that occur for Nodes up to the Dorf stage. This might include a horde of zombies rolling across the countryside finding something or someone to feast on. Players who wish to keep their advancements will need to be vigilant.[29]


Siehe auch