Weiterentwicklung des Knotenpunkts

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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).[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

Vasallenknotenpunkte

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[9][10]

  • Vassal nodes must remain at least one node stage below their parent node.[9]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[10]
    • 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.[11]
    • 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.[11]
  • 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.[11]Margaret Krohn

Zonen und Entwicklung

Dungeons, Schlachtzüge, Weltbosse, Mobs, Abenteuer, Events, Ressourcen, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[12][13][9]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[14]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[15]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[16]Steven Sharif

Bevölkerungsbasierte Skalierung

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[17]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[17]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[17]Jeffrey Bard

Beute-Tabellen

Monsters drop hunting certificates, Items and crafting materials rather than gold.[19][20]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[20]
  • Hunting certificates will also drop on a character's death.[19]
  • Hunting certificates can be traded with hunter NPCs within nodes.[19]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[16][19]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[16]
  • Hunting certificates can also be stored within node warehouses.[19]

Beute-Tabellen of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[21][22]

Loot tables are disabled for player controlled monsters.[27]

Experience debt decreases the drop rate percentages from monsters.[28]

Knotenpunkte

Um jeden Server herum befinden sich sorgfältig platzierte Entwicklungspunkte, die Knotenpunkte genannt werden.[1]

  • Beim Start wird es über 100 Knotenpunkt Standorte geben.

Knotenpunkte sind ein voreingestellter Standort, eingehüllt in eine Einflusszone, in unserer Welt, die sich zu Städten unterschiedlicher Größe formen können. Diese Größen reichen von einem kleinen Lager bis hin zu einer weitläufigen Metropole. Die Größe der Städte hängt vom Beitrag der Spieler ab und davon, wie weit sie den Knotenpunkt entwickelt haben. Spieler erstellen nicht den Fußabdruck eines Knotenpunkts, aber innerhalb dieses Fußabdrucks haben sie die Möglichkeit, Land zu besitzen. Spieler, die Teil der Regierung für einen bestimmten Knotenpunkt sind, werden die Möglichkeit haben, Gebäudetypen und Dienstleistungen weiter zu modifizieren, aber in den meisten Fällen wird ein Knotenpunkt auf seinem eigenen spezifischen Weg wachsen (stellt es euch eher vor, dass NSCs diese Städte bauen, als dass PCs einzeln Gebäude und Mauern aufstellen). Der Mitwirkungsbereich eines Knotenpunkts ist größer als die eigentliche Stadt selbst, so dass die Spieler Abenteuer erleben können, während sie die Stadt weiter aufbauen. Wir nennen den Mitwirkungsbereich die " Einflusszone " des Knotenpunkts, und es ist der Bereich in dem Spieler helfen, den Knotenpunkt in dem sie sich befinden, voranzubringen.[31]

Atrophie des Knotenpunkts

Knotenpunkte can delevel based on node atrophy.[11]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[32]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[32]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[11]
  • Bürgermeister are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[33]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[11]
  • A node cannot delevel more than a single level at a time.[11]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[11]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[32]

Deleveled nodes return to their previous stage.[11]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[11]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[34]

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.[34]Steven Sharif

Entwicklung von Knotenpunkten

Alpha-1 Village node layout.[36]

Even at the stage 3 development as a village, it's a fairly sizable layout; and part of these layouts include essentially static in-node housing for players to be able to purchase.[36]Steven Sharif

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[37]

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.[11]Margaret Krohn

Node layout and style is determined by several factors:[38]

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.[38]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.[41]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[42]

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.[42]Steven Sharif

Taxation

Bürgermeister/Node governments allocate resources, taxes, and quests to help develop node defenses.[44]

  • Tax money only goes toward funding node development.[45]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[46]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[47]

  • 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.[47]

Spielerbehausungen

Pre-alpha Empyrean freehold homestead.[48]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[49]

Spielerbehausungen comes in the form of Statische Behausungen, Wohnungen and Grundbesitz.[5]

A player may own up to 1 of each type of housing simultaneously.[51] Statische Behausungen and Wohnungen are one per server; Grundbesitz are one per account.

Spielerbehausungen Type. Availability. Limit.
Wohnungen Instanced.[5] Village stage and higher.[52] One per server.[53]
Grundbesitz Open world.[5] Village stage and higher.[5] One per account.[53]
Statische Behausungen In-node.[5] Village stage and higher.[5] One per server.[53]

Read more...

Trophäen-Park

Trophäen-Park is an area within Stadt, 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.[54]

  • Server announcements and achievements are designed to encourage groups to experience new content.[54]

Adaptive Inhalte

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[55] This content adapts to the development of the zone it is in.[56]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[57]

Siehe auch

Einzelnachweise

  1. 1.0 1.1 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.
  2. 2.0 2.1 2.2 Liveübertragung, 2017-10-16 (50:20).
  3. Video, 2017-04-20 (0:02).
  4. Npc vending.jpg
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Node series part II – the Metropolis.
  6. Liveübertragung, 2017-11-17 (55:27).
  7. node xp.png
  8. 8.0 8.1 Liveübertragung, 2017-05-26 (28:16).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Blog - Know Your Nodes - The Basics.
  10. 10.0 10.1 jahlon-steven-vassal-nodes-quote.png
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 Blog - Know Your Nodes - Advance and Destroy.
  12. Interview, 2020-07-19 (19:35).
  13. Liveübertragung, 2017-05-15 (30:53).
  14. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  15. Interview, 2020-07-19 (1:10:55).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Interview, 2020-07-19 (1:08:22).
  17. 17.0 17.1 17.2 Liveübertragung, 2018-06-04 (39:15).
  18. dungeons-leak.png
  19. 19.0 19.1 19.2 19.3 19.4 Interview, 2020-07-18 (27:11).
  20. 20.0 20.1 Liveübertragung, 2017-05-24 (44:14).
  21. 21.0 21.1 Interview, 2020-07-19 (8:43).
  22. February 8, 2019 - Questions and Answers.
  23. Interview, 2020-07-20 (21:57).
  24. Liveübertragung, 8 April 2018 (PM) (55:49).
  25. Interview, 2020-07-18 (1:00:15).
  26. Liveübertragung, 2020-07-25 (46:08).
  27. Liveübertragung, 2017-05-03 (35:25).
  28. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  29. Ashes of Creation - Screenshots.
  30. Liveübertragung, 2017-12-15 (1:11:52).
  31. Node series part I
  32. 32.0 32.1 32.2 Interview, 2020-07-08 (1:00:15).
  33. 33.0 33.1 Interview, 2020-07-08 (1:04:05).
  34. 34.0 34.1 34.2 Interview, 2018-10-20 (2:36:25).
  35. Liveübertragung, 2020-07-25 (1:50:20).
  36. 36.0 36.1 Liveübertragung, 2020-06-26 (45:32).
  37. Liveübertragung, 2018-02-09 (33:50).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 Liveübertragung, 2018-09-27 (53:06).
  39. 39.0 39.1 Interview, 2018-05-11 (54:34).
  40. Liveübertragung, 2017-05-26 (21:23).
  41. 41.0 41.1 Interview, 2018-05-11 (47:27).
  42. 42.0 42.1 Interview, 2018-05-11 (1:00:19).
  43. Liveübertragung, 2020-03-28 (1:03:38).
  44. siege equipment.png
  45. Tax spending.png
  46. Interview, 2020-03-27 (0:30).
  47. 47.0 47.1 Interview, 2018-05-11 (57:02).
  48. Video, 2017-05-25 (1:07).
  49. About Ashes of Creation.
  50. Liveübertragung, 2018-05-04 (32:46).
  51. player housing limits.png
  52. Steven Sharif - Clarification points from today’s stream.
  53. 53.0 53.1 53.2 Interview, 2018-05-11 (50:47).
  54. 54.0 54.1 Podcast, 2018-08-04 (1:35:58).
  55. Liveübertragung, 2017-11-17 (36:22).
  56. 56.0 56.1 56.2 56.3 56.4 Liveübertragung, 2017-11-17 (18:29).
  57. 57.0 57.1 57.2 57.3 MMOGames interview, January 2017