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An expedition (also referred to as Crossroads[2]) is the first stage of node advancement.[3]

When a Node becomes an Expedition, a small group of NPCs and their compatriots will show up. The Development Area feels temporary at this level, reflective of what a group of people would carry with them - tents, campfires, etc.[4]Margaret Krohn


Alpha-2 Vendor NPC work-in-progress UI.[5]

Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[6]

  • Merchant NPCs are identified by a golden shimmer on their nameplates.[7]
  • Merchant NPCs will in general be able to buy items from players.[8]

Entwicklung der Node

Alle Aktivitäten (Aufträge, Sammeln, Schlachtzüge, etc.) welche von Bürgern sowie allen anderen Spielern innerhalb des Einflussbereichs einer Node ausgeführt werden, tragen zum Wachstum (Fortschritt) dieser speziellen Node bei.[4][9]

Durch das Wachstum einer Node werden einerseits deren einzigartigen Inhalte freigeschaltet, andererseits wird der Fortschritt der umliegenden Nodes auf die nächste Stufe blockiert.[10]

  • Nodes steigen schnell auf die erste Stufe auf. Dadurch entstehen die ersten NPC-Dienstleistungen, beispielsweise der Verkauf oder die Aufbewahrung von items.[11]
  • Je fortgeschritttener die Node ist, desto größer ist ihr ZOI.[3]
  • Weniger weit fortgeschrittene Nodes (auch Vasallen-Nodes genannt), welche im Einflussbereich einer höherstufigen Node liegen, können weiterhin Erfahrung sammeln, jedoch müssen sie stets mindestens eine Stufe unter der ihrer übergeordneten Node bleiben.[12]
    • Das Vasallen-System tritt erst ab Node-Stufe 3 (Dorf) in Effekt, jedoch blockieren Nodes bereits ab Node-Stufe 1 (Expedition) das Wachstum ihrer direkten Nachbarn.[13][14]
  • Der Algorithmus zur Gebietserweiterung berücksichtigt nahegelegene Küsten, benachbarte Nodes, und die am häufigsten Besuchten Orte von Spielern innerhalb der letzten Woche, bzw. des letzten Monats.[15]
    • Aufgrund der Art und Weise, wie dieser Algorithmus den neuen Einflussbereich während des Aufstiegs berechnet, kann es vorkommen, dass zwei Nodes mit der gleichen Node-Stufe nah beieinander liegen.[16]

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.[15]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.[16]Steven Sharif

  • Vasallen-Nodes geben überschüssige Erfahrungspunkte erst dann an ihre übergeordnete Node weiter, wenn sie ihre Level-Grenze erreicht haben..[12]
  • Bürger einer Node können zum Fortschritt anderer Nodes beitragen.[17]

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.[19]Steven Sharif

Verschiedene Animationen und visuelle Effekte innerhalb der Grundfläche einer Node leiten den Beginn des ihres Aufstiegs ein.[20][4]

  • Spieler, die sich zu diesem Zeitpunkt innerhalb der Node befinden, werden zu einem sicheren Ort teleportiert (beispielsweise einem Spawn-Punkt).[20][21]
  • Um die Node herum spawnen Materialien, welche von systemgesteuerten Karawanen in die Node transportiert werden. Diese Karawanen können nicht angegriffen werden.[20]
  • NPCs beginnen mit den Bauarbeiten.[20]
  • Spieler, welche sich außerhalb der Node befinden, können die stufenweise visuelle Transformation der Node beobachten.[20]

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[4]Margaret Krohn


Vassal node structure.[22]

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.[22]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[6][14]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[23]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.[24][25]
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.[25]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[27]
  • 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.[27][6]
    • 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.[4]
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.[27]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.[6]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[6]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[6]
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.[4]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). 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.[6]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.[4]Margaret Krohn

Node layout and style is determined by several factors:[28][29]

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.[30]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.[31]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.[29]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.[37]Steven Sharif
  • The rest is determined by the node's mayor.[29]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[38]
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.[38]Steven Sharif

Racial influences

Alpha-1 Dorf node layout.[39]

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[32]Steven Sharif

Kulturelle Einflüsse manifestieren sich in vielerlei Hinsicht, von der Node und Ausrüstungsästhetik bis hin zu NPC languages und Überlieferungen. [32][40][4]

  • Das Aussehen der Ausrüstung bestimmter Rüstungssets wird von der Rasse des Spielers beeinflusst. [32]
  • Das Nodelayout und der Stil werden von der Rasse beeinflusst, die am meisten zu dieser Node beiträgt. [32]
    • 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. [40]
    • Es gibt Zermürbungsmechanismen, die Erfahrung und Einfluss beeinflussen, um eine einzelne Rasse davon abzuhalten, die ganze Welt zu dominieren. [41]
  • NPCs reagieren unterschiedlich auf verschiedene Characterrassen. [42]

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[41]Steven Sharif

NPC racial interaction

NPCs werden unterschiedlich auf verschiedene Tags eines Charakters reagieren.[42]

  • Zum Beispiel, Elfen-NPCs können mit Menschen anders interagieren als mit Elfen.


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.[43]


Siehe auch


  1. Liveübertragung, 2020-03-28 (50:57).
  2. Liveübertragung, 2018-12-12 (14:48).
  3. 3.0 3.1 Node series part II – the Metropolis.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Blog - Know Your Nodes - Advance and Destroy.
  5. Video, 2023-08-31 (25:00).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Blog - Know Your Nodes - The Basics.
  7. Video, 2020-05-31 (5:25).
  8. Liveübertragung, 2021-01-29 (1:11:29).
  9. A reactive world - Nodes.
  10. Video, 2017-04-20 (0:02).
  11. Npc vending.jpg
  12. 12.0 12.1 Liveübertragung, 2017-10-16 (50:20).
  13. 13.0 13.1 steven-quote-neighboring-nodes.png
  14. 14.0 14.1 14.2 jahlon-steven-vassal-nodes-quote.png
  15. 15.0 15.1 Interview, 2020-07-18 (10:04).
  16. 16.0 16.1 Interview, 2020-07-08 (1:00:15).
  17. node xp.png
  18. Liveübertragung, 2021-09-24 (1:21:23).
  19. 19.0 19.1 Liveübertragung, 2017-05-26 (28:16).
  20. 20.0 20.1 20.2 20.3 20.4 Liveübertragung, 2022-10-14 (55:13).
  21. Liveübertragung, 2017-11-17 (55:27).
  22. 22.0 22.1 22.2 Liveübertragung, 2022-08-26 (1:07:34).
  23. steven-vassals.png
  24. Liveübertragung, 2023-08-31 (52:56).
  25. 25.0 25.1 Liveübertragung, 2022-08-26 (1:04:35).
  26. steven-stream-clarifications-august-2022.png
  27. 27.0 27.1 27.2 Liveübertragung, 2022-08-26 (1:10:16).
  28. 28.0 28.1 28.2 Liveübertragung, 2020-10-30 (39:17).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Liveübertragung, 2018-09-27 (53:06).
  30. 30.0 30.1 Liveübertragung, 2022-02-25 (41:00).
  31. 31.0 31.1 Liveübertragung, 2021-02-26 (1:12:18).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Liveübertragung, 2022-03-31 (4:57).
  33. Podcast, 2021-04-11 (29:47).
  34. Interview, 2018-05-11 (54:34).
  35. Liveübertragung, 2017-05-26 (21:23).
  36. Podcast, 2021-04-11 (23:36).
  37. 37.0 37.1 Interview, 2018-05-11 (47:27).
  38. 38.0 38.1 Liveübertragung, 2022-07-29 (1:13:09).
  39. Liveübertragung, 2020-06-26 (45:32).
  40. 40.0 40.1 Interview, 2021-02-07 (33:00).
  41. 41.0 41.1 Interview, 2018-05-11 (1:00:19).
  42. 42.0 42.1 Podcast, 2018-04-23 (29:56).
  43. Liveübertragung, 2017-05-03 (36:25).