Weiterentwicklung des Knotenpunkts

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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

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.[13]

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.[14]

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.[15]

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.[15]Steven Sharif

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

Taxation

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[22]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[24]

  • 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.[24]

Spielerbehausungen

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

Spielerbehausungen Type.[5] Availability.[5] Limit.[27]
Wohnungen Instanced. Town stage and higher. One per server.
Grundbesitz Open world. Village stage and higher. One per account.
Statische Behausungen In-node. Village stage and higher. One per server.

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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.[28]

  • Server announcements and achievements are designed to encourage groups to experience new content.[28]

Adaptive Inhalte

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New points of interest (such as dungeons and world bosses) spawn as nodes develop.[29] This content adapts to the development of the zone it is in.[30]

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.[31]

Siehe auch

Einzelnachweise