Node progression

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Die Staatsbürgerschaft sowie Aktivitäten von Nicht-Staatsangehörigen Spielern (Quests, Sammeln, Raiding, etc.) innerhalb der Einflusszone eines Knotenpunkts zählt zu dieser speziellen Weiterentwicklung des Knotenpunkts (Fortschritt).[1] 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.[2]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[3]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[4]
  • 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.[2]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[2]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[6]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[7]
  • 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.[8]

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.[8]Steven Sharif

Vassal nodes

Knotenpunkte greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[9]

  • Vassal nodes must remain one node stage below their parent node.[9]
    • Vassal nodes first apply any experience earned to their own deficit (see Atrophie des Knotenpunkts). It then applies excess experience earned to its parent node.[10]
    • If the parent node advances, the vassal is once again able to advance.[9]
  • 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.[9]
    • 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.[10]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[9]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[9]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[9]

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.[10]Margaret Krohn

Atrophie des Knotenpunkts

Knotenpunkte will experience atrophy and will require continued player activity in order to grow. If a node loses too much activity, then it may result in a PvE siege against that node.[11]

All Nodes have an experience deficit that accumulates daily. The deficit is based on the current level of the Node; experience earned is applied to the deficit, then any excess is added to the Node’s experience pool. At the end of the day, any remaining deficit is subtracted from the Node’s experience pool. If the deficit would cause the Node to drop under the required experience for its current level, certain flags will appear to notify the citizens that all is not well in their Node. After a short period, if the atrophy is not addressed, the Node will then delevel.[10]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[12]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[12]Steven Sharif

Relikte

Kontenpunkt-Relikt.[13] Dies ist ein schützendes Relikt, das vor einem Angriff schützt. Einmal gestohlen, ermöglicht es eine Belagerung der Metropole.[14]

Relikte sind Errungenschaften für einen Knotenpunkt, die im Laufe der Zeit freigeschaltet werden. Sie ermöglichen es den Bürgern des Knotenpunkts, bestimmte legendäre Gegenstände herzustellen und Fortschritte in bestimmten legendären Questreihen zu erzielen.[15]

Entwicklung von Knotenpunkten

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[16]

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.[9]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. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[10]Margaret Krohn

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

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.[17]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.[20]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[21]

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.[21]Steven Sharif

Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[22]

Rassenspezifische Quests

Quests may be based on a character's race.[23]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[23]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[23]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[21]Steven Sharif

Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[24]

Trophäen-Park

Trophäen-Park is an area within Town, City or Metropolis 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.[25]

  • Server announcements and achievements are designed to encourage groups to experience new content.[25]

Knotenpunkt-Regierung

Node governments are chosen from a node's citizenry when a node reaches stage 3 (Village).[26]

Positions within a node's government are attained through titles that grant special access to NPCs in the node.[27]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[27]Steven Sharif

Führungsbefugnisse

Government officials have wide-ranging leadership powers.[29]

  • Declare war on another node and rally citizens to the cause.[30]
  • Enter into trade agreements.[30]
  • Directing assets.[26]
  • Defensive ability.[26]
  • Governments may be able to choose a node name from a predetermined list.[32][33]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[26]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[20]Steven Sharif

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[34][35]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[26]
  • Only a certain number of guilds may participate in these roles.[26]
  • Separate guild roles are reserved for small, medium and large guilds.[26]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[26]

Knotenpunkt-Steuern

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[36]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[38]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[38]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[30]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[39]Steven Sharif

Allianzen

Ashes of Creation may have specific content that revolves around Allianzen.[40]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[40]Steven Sharif

Aktienmärkte

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Knotenpunkte, Guilds and Soziale Organisationen.[41][42]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[43]

Siehe auch

Einzelnachweise

  1. Eine reaktive Welt - Knotenpunkt.
  2. 2.0 2.1 2.2 Livestream, 16 October 2017 (50:20).
  3. Video, 20 April 2017 (0:02).
  4. Npc vending.jpg
  5. Node series part II – the Metropolis.
  6. Livestream, 17 November 2017 (55:27).
  7. node xp.png
  8. 8.0 8.1 Livestream, 26 May 2017 (28:16).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Blog - Know Your Nodes - The Basics.
  10. 10.0 10.1 10.2 10.3 10.4 Blog - Know Your Nodes - Advance and Destroy.
  11. node atrophy.png
  12. 12.0 12.1 12.2 Interview, 20 October 2018 (2:36:25).
  13. Livestream, 5. Mai 2017 (28:09).
  14. Livestream, 12. Mai 2017 (49:50).
  15. Livestream, 9. Februar 2018 (29:26).
  16. Livestream, 9 February 2018 (33:50).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, 27 September 2018 (53:06).
  18. 18.0 18.1 Interview, 11 May 2018 (54:34).
  19. Livestream, 26 May 2017 (21:23).
  20. 20.0 20.1 20.2 Interview, 11 May 2018 (47:27).
  21. 21.0 21.1 21.2 Interview, 11 May 2018 (1:00:19).
  22. Know Your Nodes: Economic Node Type.
  23. 23.0 23.1 23.2 Podcast, 23 April 2018 (29:56).
  24. Livestream, 26 July 2019 (1:13:23).
  25. 25.0 25.1 Podcast, 4 August 2018 (1:35:58).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 26.9 MMOGames interview, January 2017
  27. 27.0 27.1 27.2 27.3 27.4 Livestream, 26 July 2019 (1:20:48).
  28. Livestream, 17 November 2017 (9:49).
  29. government.jpeg
  30. 30.0 30.1 30.2 30.3 City hall.
  31. assassination.jpg
  32. node naming.png
  33. Livestream, 19 May 2017 (36:05).
  34. Livestream, 19 May 2017 (36:09).
  35. steven guild leader mayor.JPG
  36. siege equipment.png
  37. Tax spending.png
  38. 38.0 38.1 Interview, 11 May 2018 (57:02).
  39. Video, 5 April 2018 (41:48).
  40. 40.0 40.1 40.2 40.3 40.4 Podcast, 11 May 2018 (21:07).
  41. 41.0 41.1 Livestream, 17 May 2017 (11:27).
  42. 42.0 42.1 Stock Exchange.jpg
  43. 43.0 43.1 Interview, 20 October 2018 (5:51).