Node layout and style
Node layout and style is determined by several factors:[3][4]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[5] – Steven Sharif
- Environment (biome) and location of the node.[5][3][4]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[6]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[6] – Steven Sharif
- 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.[4] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[7][8][3][2][4][9][10]
- 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.[12] – Steven Sharif
- The rest is determined by the node's mayor.[4]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[13]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[13] – Steven Sharif
Node buildings
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[14][15][16][17][18][19][20] Service buildings are further broken down into two main types:[14][15]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[14][15]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[14][15]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[21] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[14][15]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[22][18]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[23][24]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[14][25]
Unique node buildings
Each node type has a unique service building associated with it that can be activated at Village (színpad 3) of node advancement.[21] The unique building plays a central role in the progress of civilization for a server.[27]
Node building destruction
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[24][30]
- NPC-driven events that are a response to story arcs or node atrophy.[24]
- Node ostromok and node wars.[24]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[29]
- Hazardous events such as tornadoes or hurricanes.[31][24]
- Mayors have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[14][25]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[14][25] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[14][25] Any NPCs or services offered by that building will not be available until the building is repaired.[17][30]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[14][25][24][30][32]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[14][25][24]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[24]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[24] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[33][34][35][30][36][37]
- Player housing that is destroyed during a node siege can no longer be sold.[38] Furnishing and decorations are retained and can be placed again later.[38][39][40]
Static housing development
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[41][42]
- The Village stage offers small housing types.[41]
- The Town stage introduces medium housing types.[41]
- The City stage introduces large sized homes.[41]
- The Metropolis stage introduces mansion size houses.[41]
If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[43] – Steven Sharif
New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[42]
- Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[42]
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[3][44]
- Different races becoming primary contributors.[3][44]
- Design elements determined by different governments.[3][44]
- Reactions and interactions with other nodes in the world.[3][44]
Művészi stílus
Az Ashes of Creation jobb grafikai kinézettel fog rendelkezni mint a legtöbb nyugati játék. Nem lesz túl stilizált vagy "rajzfilmszerű".[45]
- Az Ashes of Creation Apocalypse battle royale teszt módban fellelhető minden grafikai elemet az Intrepid Studios készítette.[46]
Egy kicsit feszegethetjük a határokat a grafikai kinézet terén, főleg mivel Unreal Engine 4-et használunk... A vágyam az volt hogy ne lássak nagyon rajzfilmszerű játékokat. Nem rajongok az erősen stilizált művészetért.[45] – Steven Sharif
Művészeti behatások
- Az Aelan építészet a középkori francia építészetből merít.[47]
- A Dünir a Skandináv kultúrából merít.[48]
Az Empyreanokon érződik a Görög-római imperialista beütés.[49]
A Niküán Polinéziai befolyás érezhető.[49]
- A Py'Rai-on Navajo Amerikai őslakos befolyás észlelhető.[49] A Py'Rai építészet erdei stílusból merít.[51]
- A Pyrian építészet Görög-római építészetből merít.[52]
- The Vaelune have a Middle Eastern influence.[53]
A Veken fellelhető Mezoamerikai befolyás.[53]
Meglátjátok majd a különböző rasszokat, amik a játékos szemszögéből elérhetőek, sok különböző befolyás látható különböző kultúrákból világszerte: Nem csak Európai, nem csak Afrikai, nem Mezoamerikai. Ezek a kultúrák jelen lesznek a rasszokban.[54] – Steven Sharif
Az elképzelés az, hogy találjunk egy alap komponenst a való világból, és ebből kiindulva tápláljuk a képzelőerőnket.[47] – Steven Sharif
Továbbiak
Hivatkozások
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 2.0 2.1 2.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Élő adás, 2020-10-30 (39:17).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Élő adás, 2018-09-27 (53:06).
- ↑ 5.0 5.1 Élő adás, 2022-02-25 (41:00).
- ↑ 6.0 6.1 Élő adás, 2021-02-26 (1:12:18).
- ↑ Élő adás, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interjú, 2018-05-11 (54:34).
- ↑ Élő adás, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 12.0 12.1 Interjú, 2018-05-11 (47:27).
- ↑ 13.0 13.1 Élő adás, 2022-07-29 (1:13:09).
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 Blog: Development Update with Village Node.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 Élő adás, 2023-08-31 (50:25).
- ↑ Video, 2023-08-31 (2:59).
- ↑ 17.0 17.1 Interjú, 2023-07-09 (1:32:45).
- ↑ 18.0 18.1 Élő adás, 2017-05-19 (33:57).
- ↑ Élő adás, 2018-01-20 (38:17).
- ↑ Élő adás, 2018-04-8 (PM) (51:49).
- ↑ 21.0 21.1 Élő adás, 2023-08-31 (56:18).
- ↑ Élő adás, 2023-08-31 (52:56).
- ↑ Video, 2023-08-31 (34:37).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 Élő adás, 2022-03-31 (1:13:00).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Élő adás, 2023-08-31 (57:23).
- ↑ Élő adás, 2018-09-01 (36:28).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ Élő adás, 2019-10-31 (36:20).
- ↑ 29.0 29.1 Élő adás, 2019-11-22 (16:56).
- ↑ 30.0 30.1 30.2 30.3 Interjú, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Élő adás, 2019-11-22 (17:59).
- ↑ Interjú, 2023-07-09 (1:36:24).
- ↑ Élő adás, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Élő adás, 2020-04-30 (1:14:44).
- ↑
- ↑ 38.0 38.1 Élő adás, 2020-06-26 (1:02:12).
- ↑ Élő adás, 2017-07-18 (40:14).
- ↑ Élő adás, 2017-11-17 (47:10).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Video, 2020-05-31 (47:32).
- ↑ 42.0 42.1 42.2 Node series part II – the Metropolis.
- ↑
- ↑ 44.0 44.1 44.2 44.3 Élő adás, 2017-05-24 (52:39).
- ↑ 45.0 45.1 Interjú, 2018-10-20 (2:17:43).
- ↑ Interjú, 2018-10-20 (2:28:08).
- ↑ 47.0 47.1 Interjú, 2018-10-20 (3:47:17).
- ↑
- ↑ 49.0 49.1 49.2 Interjú, 2018-05-11 (1:03:21).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑
- ↑ Élő adás, 2017-10-16 (15:58).
- ↑ 53.0 53.1 Podcast, 2018-05-11 (31:35).
- ↑ Interjú, 2018-05-11 (1:04:27).