Towns

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Node at town stage.[1]

A town is the fourth stage of node advancement.[1]

When a Village becomes a Town, there are even more permanent structures, and a continued established local government. The development area feels well lived-in and developed at this point. Societies and Organizations begin to patronize the Town with ranking structures for players to participate in.[3]Margaret Krohn

Weiterentwicklung des Knotenpunkts

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).[2] 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.[4]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[5]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[6]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[1]
  • 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.[4]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[4]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[7]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[8]
  • 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.[9]

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.[9]Steven Sharif

Vassal nodes

Knotenpunkte greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[10][11]

  • Vassal nodes must remain one node stage below their parent node.[10]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[11]
    • 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.[3]
    • If the parent node advances, the vassal is once again able to advance.[10]
  • 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.[10]
    • 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.[3]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[10]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[10]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[10]

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.[3]Margaret Krohn

Entwicklung von Knotenpunkten

Alpha-1 Village node layout.[12]

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.[12]Steven Sharif

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[13]

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.[10]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.[3]Margaret Krohn

Node layout and style is determined by several factors:[14]

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.[14]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.[17]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[18]

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.[18]Steven Sharif

Spielerbehausungen

Spielerbehausungen Type. Availability. Limit.
Wohnungen Instanced.[1] Village stage and higher.[19] One per server.[20]
Grundbesitz Open world.[1] Village stage and higher.[1] One per account.[20]
Statische Behausungen In-node.[1] Village stage and higher.[1] One per server.[20]

Immobilien

Players buy the deeds for housing from the node itself.[21] Players can also buy and sell properties from other players.[1]

  • Housing will have a base price that scales with the number of citizens in the node.[22]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[24]
    • A grace period will occur before the housing becomes available for auction.[24]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[24]
    • At the end of the auction, the highest bidder will win the house.[24]
  • Statische Behausungen and apartments can be listed and sold to other players.[25][26]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[27]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[22]
  • Players will not be able to exceed their allotment of housing in the game.[30]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[30]Steven Sharif

Rental and leasing concepts are currently under consideration.[30]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[30]Steven Sharif

Housing benefits

Spielerbehausungen offers a number of benefits:[25][31]

  • Ability to claim citizenship to a node.[32]
  • Each different type of housing offers different benefits.[27]
    • Additional benefits are granted to home owners who are also citizens of that node.[27]
  • Ability to place furniture and other decor items.[33][12][34]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[35]
    • Each size of player-owned housing determines how many decor items can be placed in it.[25]
  • Storage containers.[34][31]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[34]
    • Different grades of storage containers have different inventory capacities.[34]
  • Handwerkskunst benches to craft furniture and other items.[12][31]
  • Prized items can be displayed within a house.[31]
  • Achievements and trophies may be displayed.[31]
  • Social activities.[31]
  • May provide proximity based bonuses.[31]

Karawanen

Karawanen facilitate the transfer of goods for players wishing to turn a profit.[37]

The caravan system is an open world PvP system that revolves around opportunity and risk. Karawanen facilitate the transfer of goods for players wishing to turn a profit.[37]

  • Caravans can transport goods for more than one player.[41]

Knotenpunkt-Belagerungen

Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[2]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [2] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [44]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![45]Steven Sharif

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.[46]

  • Server announcements and achievements are designed to encourage groups to experience new content.[46]

Monstermünzen-Events

Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[47]

Kunstwerke

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 2.3 A reactive world - Nodes. 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. 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. 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.
  3. 3.0 3.1 3.2 3.3 3.4 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 4.2 Livestream, 16 October 2017 (50:20).
  5. Video, 20 April 2017 (0:02).
  6. Npc vending.jpg
  7. Livestream, 17 November 2017 (55:27).
  8. node xp.png
  9. 9.0 9.1 Livestream, 26 May 2017 (28:16).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Blog - Know Your Nodes - The Basics.
  11. 11.0 11.1 jahlon-steven-vassal-nodes-quote.png
  12. 12.0 12.1 12.2 12.3 Livestream, 26 June 2020 (45:32).
  13. Livestream, 9 February 2018 (33:50).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Livestream, 27 September 2018 (53:06).
  15. 15.0 15.1 Interview, 11 May 2018 (54:34).
  16. Livestream, 26 May 2017 (21:23).
  17. 17.0 17.1 Interview, 11 May 2018 (47:27).
  18. 18.0 18.1 Interview, 11 May 2018 (1:00:19).
  19. Steven Sharif - Clarification points from today’s stream.
  20. 20.0 20.1 20.2 Interview, 11 May 2018 (50:47).
  21. MMOGames interview, January 2017
  22. 22.0 22.1 Livestream, 26 June 2020 (53:41).
  23. Livestream, 12 May 2017 (52:01).
  24. 24.0 24.1 24.2 24.3 Livestream, 12 May 2017 (55:01).
  25. 25.0 25.1 25.2 25.3 Livestream, 26 June 2020 (47:32).
  26. Livestream, 26 June 2020 (54:03).
  27. 27.0 27.1 27.2 27.3 Interview, 8 July 2020 (33:34).
  28. Livestream, 26 June 2020 (1:02:12).
  29. Livestream, 26 June 2020 (56:08).
  30. 30.0 30.1 30.2 30.3 Livestream, 30 May 2019 (1:23:41).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Livestream, 5 May 2017 (30:53).
  32. Citizenship.png
  33. Interview, 8 July 2020 (40:20).
  34. 34.0 34.1 34.2 34.3 Video, 31 May 2020 (47:32).
  35. Livestream, 26 June 2020 (53:20).
  36. Livestream, 29 May 2020 (1:03:35).
  37. 37.0 37.1 About Ashes of Creation.
  38. Video, 16 July 2019 (0:00s).
  39. Livestream, 15 May 2017 (45:20).
  40. Interview, 20 January 2017 (4:19).
  41. Interview, 11 May 2018 (28:21).
  42. flagging.jpg
  43. Video, 4 December 2016 (0:02).
  44. node atrophy.png
  45. Video, 30 April 2017 (5:31).
  46. 46.0 46.1 Podcast, 4 August 2018 (1:35:58).
  47. Livestream, 3 May 2017 (36:25).