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Dörfer
A village is the third stage of node advancement.[4]
- At the Village Stage, the camp becomes a small frontier town. There are some permanent structures in place at this level, as well as the beginning of local Government. The Development Area feels permanent and lived in. You'll find buildings developed with more advanced materials, features such as stone and mortar, fences, and other common structures. The Village Stage will also unlock a Special Building that grants unique utility to its Node Type - Military, Economic, Divine or Scientific; we’ll share further details on those buildings in future entries in this series that cover each specific Node Type.[5] – Margaret Krohn
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.[5][6]
Durch das Wachstum einer Node werden einerseits deren einzigartigen Inhalte freigeschaltet, andererseits wird der Fortschritt der umliegenden Nodes auf die nächste Stufe blockiert.[7]
- Nodes steigen schnell auf die erste Stufe auf. Dadurch entstehen die ersten NPC-Dienstleistungen, beispielsweise der Verkauf oder die Aufbewahrung von items.[8]
- Je fortgeschritttener die Node ist, desto größer ist ihr ZOI.[4]
- 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.[9]
- 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.[10][11]
- 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.[12]
- 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.[13]
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.[12] – 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.[13] – Steven Sharif
- Vasallen-Nodes geben überschüssige Erfahrungspunkte erst dann an ihre übergeordnete Node weiter, wenn sie ihre Level-Grenze erreicht haben..[9]
- Die Möglichkeiten, für eine Node Erfahrungspunkte zu sammeln, sind für alle Arten von Nodes gleich.[15]
- Um Manipulation zu vermeiden, ist die exakte Anzahl an hinzugefügten Erfahrungspunkten für die Node durch das Erhalten von Gegenstände oder dem Töten von Gegnern nicht bekannt.[16]
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.[16] – Steven Sharif
Verschiedene Animationen und visuelle Effekte innerhalb der Grundfläche einer Node leiten den Beginn des ihres Aufstiegs ein.[17][5]
- Spieler, die sich zu diesem Zeitpunkt innerhalb der Node befinden, werden zu einem sicheren Ort teleportiert (beispielsweise einem Spawn-Punkt).[17][18]
- Um die Node herum spawnen Materialien, welche von systemgesteuerten Karawanen in die Node transportiert werden. Diese Karawanen können nicht angegriffen werden.[17]
- NPCs beginnen mit den Bauarbeiten.[17]
- Spieler, welche sich außerhalb der Node befinden, können die stufenweise visuelle Transformation der Node beobachten.[17]
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.[5] – Margaret Krohn
Vasallen-Nodes

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.[19] – Steven Sharif
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[20][11]
- A Metropole (Stufe 6) can control up to two Großstadt (Stufe 5) nodes. A Großstadt (Stufe 5) can control one Stadt (Stufe 4) and one Dorf (Stufe 3) node. A Dorf (Stufe 3) can control an Feldlager (Stufe 2) or an Expedition (Stufe 1). If the Dorf (Stufe 3) gets destroyed through a siege, its dependant Feldlager (Stufe 2) and Expedition (Stufe 1) nodes are also destroyed.[19]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[21] – 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.[22][23]
- 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.[23] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[25]
- Vassal nodes must remain at least one node stage below their parent node.[20]
- Neighboring/Adjacent nodes from Expedition (Stufe 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[10][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.[5]
- If the parent node advances, the vassal is once again able to advance.[20]
- 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.[25][20]
- 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.[5]
- 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.[25] – 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.[20]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[20]
- Citizens of vassals are bound by the diplomatic states of the parent node.[20]
- 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.[5] – Margaret Krohn
Node elections

The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[27] – Steven Sharif
Once a node has reached Dorf (Stufe 3) there will be a one week cooldown period before node elections begin.[27]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[27]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[27]
- Node-Belagerungen may not be declared for 21 days following a node advancing to any stage.[28]
Node elections occur on a monthly basis.[27][30]
- Election notices will be mailed to the accounts of citizens.[31]
- Only citizens of a node may participate in its elections.[32]
- Only node citizens may be elected mayor.[33]
- A king or queen can also become a mayor.[33]
Gebäude
Sobald ein Knotenpunkt die Dorf-Stufe erreicht, stehen Gebäude zur Verfügung, die Güter und Dienstleistungen, als auch Unterkunft für Spieler anbieten.[4]
Spielerbehausungen
Spielerbehausungen | Art. | Verfügbartkeit. | Limit. |
---|---|---|---|
Apartments | Instanziert.[4] | Dorf Stufe und höher.[36] | Eines pro Server.[37] |
Grundbesitz | Open World.[4] | Dorf Stufe und höher.[4] | Einer pro Account.[37] |
Statische Behausungen | In-Node.[4] | Dorf Stufe und höher.[4] | Eine per Server.[37] |
Immobilien
Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[32] Spieler können Immobilien auch mit anderen Spielern handeln.[4]
- Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[38]
- In-Node Behausungen werden teuer und vermutlich sehr umkämpft sein.[4]
- Je mehr Apartments in einer Node gekauft wurden, desto höher skaliert der Preis.[39]
- Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[40]
- Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[41][42]
- Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[43]
- Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[44]
- Grundbesitz kann nicht an andere Spieler verkauft werden.[41] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[45]
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.[43] – Steven Sharif
- Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[38]
- Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[46]
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.[46] – Steven Sharif
Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[46]
Some concepts that we have is going to be rental or leases that could be had allowing players to 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 stuff.[46] – Steven Sharif
Housing benefits
Spielerbehausungen offers a number of benefits.[41][47]
- Ability to claim citizenship to a node.[48][49][32]
- Additional benefits are granted to home owners who are also citizens of that node.[43]
- Ability to place furniture and other decor items.[50][51][52]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[53]
- Each size of player-owned housing determines how many decor items can be placed in it.[41]
- Storage containers.[52][47]
Each different type of housing offers different additional benefits.[43]
- Apartment benefits include placement of pots to grow seeds and other functional furniture items.[54]
- Freehold benefits include the ability to place business and artisan buildings.[55][51][47]
- Static housing benefits include garden sections for farming special types of crops.[56][57][51]
- Players may grow crops in the garden sections of freeholds or static houses.[54][57][51][58]
- Crafting benches are available in freeholds and static houses but not apartments.[54][51][47]
- Prized items can be displayed within a house.[47]
- Erfolge and trophies may be displayed.[47]
- Social activities.[47]
- Housing may provide proximity based bonuses.[47]
Karawanen
Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[60]
- Die Karawanen sind für den Transport von persönlichen Gütern und Aufträge, sowie von Vorräten für Gildenburgen und Knotenpunkten bestimmt.[62]
- Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[63]
- Karawanen können Güter von mehreren Spielern transportieren.[64]
- Das PvP-Markierungssystem gilt nicht für Karawanen.[65]
Node-Belagerungen
Node-Belagerungen ermöglichen es Spielern, eine Node zu zerstören.[5] Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Nodes. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[6]
Angriffe auf Nodes werden für die Angreifer eine Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [6]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![67] – Steven Sharif
Der Großteil (~80%) der Inhalte in Ashes of Creation sind open-world, möglicherweise kann es jedoch instanziierte Kämpfe innerhalb von Burg- und Node-Belagerungen geben, bei denen bestimmte Gruppen an kleinen, kurzzeitigen zielbasierten Kämpfen um bestimmte Zwischenziele teilnehmen können.[68]
Bestrafungen für den Tod gelten nicht für zielbasierte Events (wie Karawanen, Gildenkriege, und Node-Belagerungen).[69]
Monstermünzen-Events
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.[70]
Elite monster coin events occur for nodes that exist between the Dorf and Metropole 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.[70]
Visuals
2023-09-21
Siehe auch
Einzelnachweise
- ↑ X.com - What do you all think about the aesthetic of this Village Node?
- ↑ Liveübertragung, 2020-01-30 (1:07:50).
- ↑ Liveübertragung, 2019-11-22 (50:56).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Node series part II – the Metropolis.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 6.0 6.1 6.2 A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 9.0 9.1 Liveübertragung, 2017-10-16 (50:20).
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1 Interview, 2020-07-18 (10:04).
- ↑ 13.0 13.1 Interview, 2020-07-08 (1:00:15).
- ↑
- ↑ Liveübertragung, 2021-09-24 (1:21:23).
- ↑ 16.0 16.1 Liveübertragung, 2017-05-26 (28:16).
- ↑ 17.0 17.1 17.2 17.3 17.4 Liveübertragung, 2022-10-14 (55:13).
- ↑ Liveübertragung, 2017-11-17 (55:27).
- ↑ 19.0 19.1 19.2 Liveübertragung, 2022-08-26 (1:07:34).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 Blog - Know Your Nodes - The Basics.
- ↑
- ↑ Liveübertragung, 2023-08-31 (52:56).
- ↑ 23.0 23.1 Liveübertragung, 2022-08-26 (1:04:35).
- ↑
- ↑ 25.0 25.1 25.2 Liveübertragung, 2022-08-26 (1:10:16).
- ↑ Liveübertragung, 2020-03-28 (1:01:34).
- ↑ 27.0 27.1 27.2 27.3 27.4 Interview, 2020-03-27 (6:03).
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2020-10-30 (1:01:00).
- ↑ 32.0 32.1 32.2 MMOGames interview, January 2017
- ↑ 33.0 33.1 33.2
- ↑ Interview, 2018-05-11 (50:05).
- ↑ Liveübertragung, 2020-01-30 (1:01:59).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 37.0 37.1 37.2 Interview, 2018-05-11 (50:47).
- ↑ 38.0 38.1 Liveübertragung, 2020-06-26 (53:41).
- ↑ Liveübertragung, 2017-05-12 (52:01).
- ↑ 40.0 40.1 40.2 40.3 Liveübertragung, 2017-05-12 (55:01).
- ↑ 41.0 41.1 41.2 41.3 Liveübertragung, 2020-06-26 (47:32).
- ↑ Liveübertragung, 2020-06-26 (54:03).
- ↑ 43.0 43.1 43.2 43.3 Interview, 2020-07-08 (33:34).
- ↑ Liveübertragung, 2020-06-26 (1:02:12).
- ↑ Liveübertragung, 2020-06-26 (56:08).
- ↑ 46.0 46.1 46.2 46.3 Liveübertragung, 2019-05-30 (1:23:41).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 Liveübertragung, 2017-05-10 (30:53).
- ↑ Interview, 2023-07-09 (38:14).
- ↑
- ↑ Interview, 2020-07-08 (40:20).
- ↑ 51.0 51.1 51.2 51.3 51.4 Liveübertragung, 2020-06-26 (45:32).
- ↑ 52.0 52.1 52.2 52.3 Video, 2020-05-31 (47:32).
- ↑ Liveübertragung, 2020-06-26 (53:20).
- ↑ 54.0 54.1 54.2 Interview, 2023-07-09 (41:22).
- ↑ Development Update with Freehold Preview.
- ↑ Interview, 2021-02-07 (42:41).
- ↑ 57.0 57.1 Liveübertragung, 2020-10-30 (44:22).
- ↑ Liveübertragung, 2017-05-05 (32:11).
- ↑ Liveübertragung, 2020-05-29 (1:03:35).
- ↑ 60.0 60.1 About Ashes of Creation.
- ↑ Video, 2019-07-16 (0:00).
- ↑ Liveübertragung, 2017-05-15 (45:20).
- ↑ Interview, 2017-01-20 (4:19).
- ↑ Interview, 2018-05-11 (28:21).
- ↑
- ↑ Video, 2016-12-04 (0:02).
- ↑ Video, 2017-04-30 (5:31).
- ↑ Liveübertragung, 2022-01-28 (17:50).
- ↑ Liveübertragung, 2020-12-22 (1:13:51).
- ↑ 70.0 70.1 Liveübertragung, 2017-05-03 (36:25).