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„Nodes” változatai közötti eltérés
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− | + | {{Nodes}} | |
− | + | {{Node types}} | |
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== Node benefits == | == Node benefits == | ||
{{Node benefits}} | {{Node benefits}} | ||
+ | |||
+ | === Divine node benefits === | ||
+ | |||
+ | {{Divine node benefits}} | ||
+ | |||
+ | === Economic node benefits === | ||
+ | |||
+ | {{Economic node benefits}} | ||
+ | |||
+ | === Military node benefits === | ||
+ | |||
+ | {{Military node benefits}} | ||
+ | |||
+ | === Scientific node benefits === | ||
+ | |||
+ | {{Scientific node benefits}} | ||
+ | |||
+ | == Zone of influence == | ||
+ | |||
+ | {{Zone of influence}} | ||
== Node advancement == | == Node advancement == | ||
{{Node advancement}} | {{Node advancement}} | ||
+ | |||
+ | === Vassal nodes === | ||
+ | |||
+ | {{Vassal nodes}} | ||
=== Zones and progression === | === Zones and progression === | ||
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{{Node atrophy}} | {{Node atrophy}} | ||
+ | |||
+ | === Storyline quests === | ||
+ | |||
+ | {{Storyline quests}} | ||
+ | |||
+ | === Trophy park === | ||
+ | |||
+ | {{Trophy park}} | ||
== Node development == | == Node development == | ||
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{{Node buildings}} | {{Node buildings}} | ||
− | == | + | ==== Unique node buildings ==== |
− | {{ | + | {{Unique node buildings}} |
− | + | === Racial quests === | |
− | + | {{Racial quests}} | |
− | + | == Player housing == | |
− | + | {{Player housing}} | |
− | {{ | + | {{Housing types}} |
− | === | + | === Static housing === |
− | {{ | + | {{Static housing}} |
− | == | + | === Apartments === |
− | {{ | + | {{Apartments}} |
− | === | + | === Freeholds === |
− | {{ | + | {{Freeholds}} |
− | === | + | === Buying and selling (Real estate) === |
− | {{ | + | {{Real estate}} |
− | == Node | + | == Node citizenship == |
− | {{ | + | {{Citizenship}} |
− | == | + | == Node sieges == |
− | {{ | + | {{Node sieges}} |
− | + | {{readmore|Node sieges}} | |
− | + | === Node deleveling === | |
− | + | {{Node deleveling}} | |
− | + | === Impact on freeholds === | |
− | + | {{Freehold destructibility}} | |
− | {{ | + | {{Housing designs}} |
− | === | + | === Node redevelopment === |
− | {{ | + | {{Node redevelopment}} |
− | == | + | == Node government == |
− | {{ | + | {{Node governments}} |
− | === | + | === Mayors === |
− | {{ | + | {{Mayors}} |
− | === | + | === Leadership powers === |
− | {{ | + | {{Leadership powers}} |
− | == | + | === Node taxes === |
− | {{ | + | {{Node taxes}} |
− | == Node | + | === Node wars === |
− | {{ | + | {{Node wars}} |
− | == | + | === Alliances === |
− | {{ | + | {{Alliances}} |
== Underrealm nodes == | == Underrealm nodes == | ||
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{{Relics}} | {{Relics}} | ||
+ | |||
+ | == Sharemarkets == | ||
+ | |||
+ | {{Sharemarkets}} | ||
== Internal conflict == | == Internal conflict == | ||
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== Artwork == | == Artwork == | ||
− | {{#dpl:category = {{ | + | {{#dpl:category = {{ROOTPAGENAME}} |
|mode = gallery | |mode = gallery | ||
|namespace= file | |namespace= file | ||
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* [[Node sieges]] | * [[Node sieges]] | ||
− | * [[ | + | * [[Player housing]] |
+ | * [[Economy]] | ||
* [[Social organizations]] | * [[Social organizations]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:Reactive world]][[Category:Nodes]] | [[Category:Reactive world]][[Category:Nodes]] |
A lap 2019. június 12., 18:43-kori változata
Minden szerveren alapos megfontolással elhelyezett Node-ok találhatóak.[4]
- 103 általános Node helyszín lesz megjelenéskor, ami a további 15 vár Node-dal (5 vár x 3 vár Node váronként)[5][6][7] együtt összesen 118 Node.[8][9]
A Node-ok a világ szívét képezik, az élet folyásának irányát alakítják. Alapvetően, ezek előre meghatározott városnak kijelölt helyszínek, amiket a hatáskörzetük, és földrajzi alakzatok vesznek körbe, ami idővel változhat a játékosok aktivitása révén. A világtérkép régiókra van bontva, melyeket több Node tesz ki. Ahogy egy Node növekedik, változik a területén belül, és akörül elérhető tartalom. A játékosok nem hoznak létre Node-okat, de ha egy konkrét Node önkormányzatának részét képezik, akkor befolyásolhatják annak diplomáciáját, módosíthatják az építményeinek helyét/típusát, és az ezáltal elérhető szolgáltatásokat. Megjelenéskor 103 Node lesz a világban, amik egyenként befolyásolják annak történetét és fejlődését.[8] – Margaret Krohn
Minden Node be van osztva egy Node fajtába a négy (4) közül, melyek mindegyike egyedi specializációkkal rendelkezik.[8]
- Egy Node fajtája a fejlődés első fázisától(Expedíció) megállapítható lesz, a megjelenő NPC-k alapján.[10]
Node fajta.[8] | Specializáció.[8] | NPC-k.[8] |
---|---|---|
Vallási Node | Hit és készségek/felszerelés fokozók | Papok |
Gazdasági Node | Kereskedelem és kereskedők | Kereskedők |
Hadi Node | Harc és kaszt kiképzés | Őrök |
Tudományos Node | Mesterségek és építészet | Tudósok |
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[11]
A Node fajták előre meghatározottak, és minden szerveren megegyeznek.[8]
- Egy Node fajtája változtathatatlan. Nem változik se fejlesztés, se rombolás során.[8]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[8] – Margaret Krohn
A Node fajtája befolyásolja az elérhető szolgáltatásokat és rendszereket, a Node fejlődés minden szintjén:[8]
- Node önkormányzatok
- Narratíva
- NPC-k
- Node épületek és infrastruktúra
Node benefits
Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Metropolis (színpad 6).[11]
Divine node benefits
Divine nodes at Metropolis (színpad 6) may unlock a procedurally built "mega catacomb" dungeon beneath it that connects to its divine vassal nodes. These may house unique bosses with unique drop tables.[13]
Economic node benefits
Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[11]
- Up to two economic metropolises may be linked in this manner.[14]
- Metropolis level economic nodes enable worldwide sale prices for auction houses across Verra.[11]
- Items listed in one linked economic node can be bid on from any other linked economic node.[11]
- Linked economies also connect the economic metropolis and its vassal economic nodes.[11]
Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[11]
The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[11]
Military node benefits
Military nodes enable Bounty vadászok and (potentially) reduced duration of corruption.[15][16]
Scientific node benefits
Academic nodes that have reached Metropolis (színpad 6) unlock teleportation within their vassal network, which can extend across seas, and also include islands.[17][1][18]
- If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.[19]
- Previously this was stated to be limited to citizens of metropolis academic nodes regardless of the stage of the vassal node, so long as the vassal node is not at war.[19]
- This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[19]
A befolyási övezet
Every node is given purview over a predefined geographic area called a A befolyási övezet (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[2]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[20] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[21]
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[2]
- Zones of influence connect fully across the world without any gaps.[22]
There is not a space where you will move in to do something and no node will get that experience.[22] – Steven Sharif
- Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[23][24][25]
- Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[26]
Node fejlődés
A lakosok, és nem lakosok aktivitása (küldetések, gyűjtögetés, Raid-elés, stb.) a Node ZOI-ján belül annak a Node-nak a fejlesztését gyarapítja (fejlődés).[4] A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.[8]
Node fázis.[4] | Alternatív név.[28] | Fejlesztéshez szükséges idő.[4] | Játékos lakások.[29] | |
---|---|---|---|---|
0. | Vadon | - | ||
1. | Expedíció | Kereszteződés | Pár óra | - |
2. | Táborhely | Tábor | Órák | - |
3. | Falu | - | Pár nap | Kis házak |
4. | Kis város | - | Napok | Közepes házak |
5. | Város | - | Pár hét | Nagy házak |
6. | Metropolisz | Nagyváros | Hetek | Kastélyok |
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; we’ll go into further details on each of those Node Types in future posts in this series.[27] – Margaret Krohn
Egy Node fejlesztése elérhetővé teszi az egyedi tartalmát, amivel egyidejűleg egyre nagyobb körzetben akadályozza meg a szomszédos Node-ok fejlődését.[31]
- A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.[32]
- Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.[1]
- Kevésbé fejlett Node-ok (avagy vazallus Node-ok) amik fejlettebb Node ZOI-ján belül vannak, szerezhetnek további tapasztalatot, de nem fejlődhetnek a domináns Node szintjére.[30]
- A vazallus rendszer akkor lép életbe, ha egy Node eléri a 3.fázist (Falu), de a szomszédos, hármasnál kisebb Node-ok is megakadályozzák a közvetlen szomszédaik fejlődését.[33]
- A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.[34]
- Azon okból, ahogy a kiterjeszkedést számító algoritmus kiszámolja egy növekedő Node ZOI-ját, előfordulhat, hogy két azonos szintű Node egymáshoz közel esik.[35]
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 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.[34] – 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.[35] – Steven Sharif
- A domináns Node nem kap tapasztalatot a vazallus Node-ok területén szerzet tapasztalatból, amíg azok el nem érik a számukra elérhető legnagyobb szintet.[30]
- A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.[36]
- Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.[37]
- A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.[38]
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.[38] – Steven Sharif
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][33]
- A Metropolis (színpad 6) can control up to two City (színpad 5) nodes. A City (színpad 5) can control one Town (színpad 4) and one Village (színpad 3) node. A Village (színpad 3) can control an Encampment (színpad 2) or an Expedition (színpad 1). If the Village (színpad 3) gets destroyed through a siege, its dependant Encampment (színpad 2) and Expedition (színpad 1) nodes are also destroyed.[39]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[40] – 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.[41][42]
- 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.[42] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[43]
- Vassal nodes must remain at least one node stage below their parent node.[8]
- Neighboring/Adjacent nodes from Expedition (színpad 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[44][33]
- Vassal nodes first apply any experience earned to their own deficit (see Node bomlás). It then applies excess experience earned to its parent node.[27]
- If the parent node advances, the vassal is once again able to advance.[8]
- 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.[43][8]
- 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.[27]
- 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.[43] – 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.[8]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[8]
- Citizens of vassals are bound by the diplomatic states of the parent node.[8]
- 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.[27] – Margaret Krohn
Zónák fejlődése
Dungeon-ök, Raid-ek, Világ-boss-ok, Mob-ok, Küldetések, Események, Nyersanyagok, Narratívák és további tartalmak A Node ZOI-jában sok ízben lesznek elérhetőek; de a Node fejlettsége és rassz befolyása korlátain belül.[45][46][8]
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.[47] – Steven Sharif
Node bomlás
Node-ok accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[27]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[35]
- 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.[35] – Steven Sharif
Storyline quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[48][49][50][51][52][15]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[50]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[48][49][51]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[53] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[51]
- 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.[51] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[54]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[55]
Trophy park
Trophy 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.[56]
- Server announcements and achievements are designed to encourage groups to experience new content.[56]
Node development
Node layout and style is determined by several factors:[57][58]
- 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.[59] – Steven Sharif
- Environment (biome) and location of the node.[59][57][58]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[60]
- 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.[60] – 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.[58] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[61][62][57][27][58][63][64]
- 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.[66] – Steven Sharif
- The rest is determined by the node's mayor.[58]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[67]
- 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.[67] – Steven Sharif
Node buildings
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.[69] The unique building plays a central role in the progress of civilization for a server.[11]
Racial quests
Küldetések may be based on a character's race.[70]
Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[70]
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[70] – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[71] – Steven Sharif
Küldetések that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[72]
Player housing
Player housing is player-owned accommodation in the form of Apartmanok, Freeholds, Inns, and Static housing.[76][1]
A player may own up to one of each type of housing simultaneously.[77][78] Static housing and Apartmanok are one per server; Freeholds are one per account.[79]
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Apartmanok | Instanced.[1] | Village stage and higher.[80] | 50.[81] | One per character per server.[79] |
Freeholds | Open world.[1] | Village stage and higher.[1] | Low thousands per server.[82][83] | One per account.[79] |
Inns | Instanced.[84] | Starting areas and Node-ok.[76] | Most accessible.[76] | - |
Static housing | In-node.[1] | Village stage and higher.[1] | 8.[81] | One per character per server.[79] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[85] – Steven Sharif
Static housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]
- Players are able to purchase small one room houses (cottages) starting at the Village (színpad 3).[1][81]
- There will be 8 cottages available for purchase at the village stage.[81]
- The amount of static housing increases as a normal part of node advancement.[80]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[87]
- Taverns and Player shops are not tied to in-node housing.[88]
Apartmanok
Apartmanok provide instanced player housing functionality on a rental basis.[89][1]
- Village (színpad 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (színpad 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[90][76][89][81][1]
- The number and sizes of available apartments increases as a normal part of node advancement.[89][80]
- It is estimated that the number of apartments available in a Metropolis (színpad 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[89]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[1]
- Different price points offer different apartment sizes and types, such as penthouses.[76][1]
- It was previously stated that apartments would be available at Town (színpad 4) or above.[1]
- The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[80] – Steven Sharif
Freeholds
Freeholds are sizable player housing plots that can be situated in baronies within the A befolyási övezet (ZOI) of a Village (színpad 3) or higher node, including the ZOI of any of its vassal nodes.[82][94][95][96][97][98][99][1]
- Freehold estates may be purchased from other players,[100] or can be obtained via deeds from completing a quest and winning an auction.[82][94][95][101][96][97][102][99]
- Freehold ownership, whether purchased from players or via a freehold auction, requires the purchaser to have completed a freehold quest, which has a level requirement of 50.[103][104][82][105]
- The seller decides if their freehold should be auctioned or sold directly to other players.[106]
- Some freehold auctions will require node-type-specific bound currencies, others will auction for gold.[107][108][109] This is intended to cater to players with different playstyles, who are progressing through alternate systems.[107][109]
- The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[107] – Steven Sharif
- Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[82]
- Freeholds are approximately 1.5 acres in size, or roughly 100m x 60m.[94]
- The footprint of a freehold does not change with node progression.[110]
- Previously it was stated that freeholds were half an acre in size.[111]
- The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[82][83][112][113]
- The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[82]
- Freeholds are subject to node taxes.[114]
- Freehold tax is calculated based on the number of permits issued for buildings on a freehold.[114]
- Freehold buildings that require permits will have additional upkeep costs.[82]
- Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[115][116][117][118][119]
- The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[120]
- If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[120] – Steven Sharif
- Inns and other player housing options are available that are easier to obtain for players who do not need the benefits of a freehold.[115]
- Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[115] – Steven Sharif
- Freeholds are intended to work with the family system.[121]
- The spread of corruption in the world does not impact the freehold system.[123]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[124]
- Expansions and upgrades become available as node progression allows.[111]
Buying and selling (Real estate)
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[125][126][127][15][1]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[128] Currently freeholds may be acquired via auction.[82][94][95][101][96][97]
- Housing will have a base price that scales with the number of citizens in the node.[129]
- There is no cap on the price of player-originated housing sales.[88]
- In-node housing will be at a premium, and is expected to be hotly contested.[1]
- The more apartments that have been purchased in a node, the higher the price scales.[130]
- Player housing that is destroyed during a node siege can no longer be sold.[131]
- Freehold plots may be purchased from and sold to other players,[125][100] or can be obtained via deeds issued by a Village (színpad 3) or higher node.[82][94][95][101][96][97][102][99]
- We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[100] – 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".[129]
- Players will not be able to exceed their allotment of housing in the game.[134]
- Rental and leasing concepts are under consideration.[134]
Node citizenship
Player housing grants the ability to claim citizenship of a Village (színpad 3) node or higher.[90][76][135][136][15] Gaining citizenship through player housing is not automatic. It must be claimed.[135]
- There is not a hard cap to node citizenship, but there is a soft cap. Citizens pay dues and property taxes based on the stage of the node when the player became a citizen.[90][76][135][137][138]
- When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[138]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[138] – Steven Sharif
- Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[142] – Steven Sharif
- Players lose their node citizenship after their node is destroyed in a node siege without entering into a cooldown period.[143][140][27]
- Apart from node destruction, there is no player driven system that can strip another player of their node citizenship.[144]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[140]
- Players can interact with the node board to get a list of citizens of the node. Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[145]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[146]
- A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[147]
Node ostromok
A Node ostrom lehetővé teszi egy Node rombolását.[27] Ez megnyitja a környező Node-ok fejlesztési lehetőségeit, ezzel korábban elzárt tartalomhoz is hozzáférést biztosítva. Ennek köszönhetően, a politikai viszály komoly szerepet játszik a világ formálásában.[4]
Egy Node ostromlása nem lesz egyszerű feladat a támadók számára. A városok és a metropoliszok komoly védelmi előnnyel bírnak.[4]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![149] – Steven Sharif
A Node-ok szintet veszíthetnek a Node bomlás során.[27]
Node deleveling
Impact on freeholds
Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[150][151][27][152] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[82]
- Players and their allies may defend their freehold for this period of time.[152]
- Structures and guards may be obtained to defend freeholds during this period.[152]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[82]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[151][27]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[151]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Village (színpad 3) node or above, it will be destroyed.[82][27][151][153]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[27] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[155] – Steven Sharif
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[82][156][157]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[82][27][156][157]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[158]
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[57][159]
- Different races becoming primary contributors.[57][159]
- Design elements determined by different governments.[57][159]
- Reactions and interactions with other nodes in the world.[57][159]
Node government
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[162][161][163][15]
There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[162] – Steven Sharif
- Mayors.[164]
- Priests, bishops, or acolytes of temples.[162][165][163]
- Social organization positions.[162]
- Patron guild leaders.[163]
- Chief bounty hunter.[163]
Mayors
Mayors are chosen through different election methods according to the node's type.[1][8]
- Only node citizens may be elected mayor.[141]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[168]
- Kings and Queens can also become a mayors.[141]
- Mayoral leadership powers are granted via the use of mandates.[167][164]
- Players will be able to view a historical listing of mayors of a node.[169]
Leadership powers
Leadership powers may refer to.
Node taxes
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[170][171]
- Amenities tax override.[170]
- Artisanship tax override.[170]
- Commerce tax override.[170]
- This may include taxes that apply to tavern games.[172][173]
- Property tax override.[170]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[174][114][175]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[90][76][135][137][138]
- 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.[135][137]
- Node tax rates will be visible on the world map by hovering over a node location.[176]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[43][175]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[43][177]
- 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.[177]
Node wars
Node governments may declare war on another node and rally citizens to the cause.[178][179]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[180]
- Társadalmi szervezetek quests will either be cooperative or adversarial based on the war status of their parent nodes.[180]
- Vassal nodes cannot declare a node war on their parent node or any of their vassals.[8]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[181]
- Players can kill each other at any time during the war (not only during server prime-time).[181]
- Node wars affect reputation between the nodes.[90][182]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[138] – Steven Sharif
Alliances
Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[183]
- Fejlődési útvonalak a szövetségeken belül.[183]
- Céhek szolgáltatásokon osztoznak a többi szövetséges céhvel.[183]
- Szövetségek ki- bekapcsolhatják a viszonyukat Node-okkal.[183]
Tartalom ami a szövetségek köré épül és haladás a szövetség fejlődésében; és az azon belüli céhek lehetősége hogy egymás közt közös szolgáltatásokon osztozzanak. Szerintem ezen felül a szövetségeknek megengedni ki- és bekapcsoljanak bizonyos kapcsolatokat konkrét Node-okkal előnyös. Ez egy érdekes interakciót fog eredményezni olyan játékosoknak akik egy Node - Szövetség viszonyból valamelyiknek a tagjai. Szóval szerintem egyértelműen rendszerek építése arról szól hogy még több lehetőséget adjunk a játékosoknak viszonyrendszerek kiépítésére, és minél több ilyen réteg van amin keresztül a játékosok csoportosulhatnak, annál stabilabbak ezek a viszonyrendszerek.[183] – Steven Sharif
Underrealm nodes
Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[23][24][25]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[24]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[24]
That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[24] – Steven Sharif
- Caravan routes will go underground.[184]
- Node ostromok occur in the usual manner.[185]
- There will be underrealm Metropolises.[186]
Coastal/island nodes
There will be nodes along the coast and on islands.[188]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[188]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[189]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[190]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[191][192][193]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[191] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[194][195]
Underwater nodes
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[196]
- There won't be nodes underwater or in the water.[188]
Relics
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[199][200]
- Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[199] – Steven Sharif
- Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[199][198]
- Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[199] – Steven Sharif
- Relics can also be awarded for accomplishments that span many different progression paths, such the number of citizens achieving advanced stages of their artisan classes.[199]
- The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[199] – Steven Sharif
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.[201]
- Limited access to the relics stored in a node's reliquary are granted to players after a node is destroyed by a node siege.[204][205][199][198][206][207][208] Benefits are also conferred to those who capture, steal, or sabotage relics held the reliquary.[201]
- Looting a relic from a node will create a shard of the relic, which can be used in recipes for certain crafted items and enchantments; or it can be consumed for a single-use buff that reflects the original relic's purpose.[209] These shards can be traded.[210]
- Relics include the four Ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[211][212]
- These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[213]
- These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.[213]
- Constellations enable the acquisition of certain relics.[214]
- Certain relics can only be discovered through exploration.[215]
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Node-ok, Céhek and Társadalmi szervezetek.[216][217][218]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[218]
- This is a planned feature for the launch of Ashes of Creation.[216]
- The value of stocks is influenced by world events and the performance of nodes, Társadalmi szervezetek or guilds.[219]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[218]
- There is no regulatory commission to restrict the purchase and sale of stocks.[219]
Internal conflict
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[220]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[221]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[221] – Steven Sharif
Artwork
Továbbiak
Hivatkozások
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Node series part II – the Metropolis.
- ↑ 2.0 2.1 2.2 2.3 Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 A reactive world - Nodes.
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 Blog - Know Your Nodes - The Basics.
- ↑ Interjú, 2018-08-24 (3:44).
- ↑ 10.0 10.1 Élő adás, 2017-05-04 (15:15).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Know Your Nodes: Economic Node Type.
- ↑ Blog: Creative Director's Letter
- ↑ Interjú, 2021-06-13 (56:35).
- ↑
- ↑ 15.0 15.1 15.2 15.3 15.4 MMOGames interview, January 2017
- ↑
- ↑ 17.0 17.1 17.2 17.3
- ↑ Élő adás, 2018-05-04 (51:57).
- ↑ 19.0 19.1 19.2 Blog: Know Your Nodes - Scientific Node Type
- ↑ Interjú, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 22.0 22.1 Élő adás, 2018-07-09 (39:32).
- ↑ 23.0 23.1 Élő adás, 2019-03-29 (58:14).
- ↑ 24.0 24.1 24.2 24.3 24.4 Élő adás, 2019-03-29 (29:17).
- ↑ 25.0 25.1 Élő adás, 2017-05-05 (37:52).
- ↑ Interjú, 2018-05-11 (55:16).
- ↑ 27.00 27.01 27.02 27.03 27.04 27.05 27.06 27.07 27.08 27.09 27.10 27.11 27.12 27.13 27.14 27.15 27.16 27.17 27.18 27.19 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Élő adás, 2018-12-12 (14:48).
- ↑ Interjú, 2020-07-20 (3:45).
- ↑ 30.0 30.1 30.2 Élő adás, 2017-10-16 (50:20).
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 33.0 33.1 33.2
- ↑ 34.0 34.1 Interjú, 2020-07-18 (10:04).
- ↑ 35.0 35.1 35.2 35.3 35.4 Interjú, 2020-07-08 (1:00:15).
- ↑ Élő adás, 2017-11-17 (55:27).
- ↑
- ↑ 38.0 38.1 Élő adás, 2017-05-26 (28:16).
- ↑ 39.0 39.1 39.2 Élő adás, 2022-08-26 (1:07:34).
- ↑
- ↑ Élő adás, 2023-08-31 (52:56).
- ↑ 42.0 42.1 Élő adás, 2022-08-26 (1:04:35).
- ↑ 43.0 43.1 43.2 43.3 43.4 Élő adás, 2022-08-26 (1:10:16).
- ↑
- ↑ Interjú, 2020-07-19 (19:35).
- ↑ Élő adás, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 48.0 48.1 Élő adás, 2023-04-07 (58:39).
- ↑ 49.0 49.1 49.2 Video, 2023-03-31 (14:20).
- ↑ 50.0 50.1 Video, 2023-03-31 (12:47).
- ↑ 51.0 51.1 51.2 51.3 Interjú, 2018-10-20 (2:36:25).
- ↑ Élő adás, 2018-01-18 (39:08).
- ↑ 53.0 53.1
- ↑ Élő adás, 2021-03-26 (1:12:51).
- ↑ Élő adás, 2020-07-25 (1:50:20).
- ↑ 56.0 56.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 Élő adás, 2020-10-30 (39:17).
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 Élő adás, 2018-09-27 (53:06).
- ↑ 59.0 59.1 Élő adás, 2022-02-25 (41:00).
- ↑ 60.0 60.1 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).
- ↑ 66.0 66.1 Interjú, 2018-05-11 (47:27).
- ↑ 67.0 67.1 Élő adás, 2022-07-29 (1:13:09).
- ↑ Élő adás, 2018-09-01 (36:28).
- ↑ Élő adás, 2023-08-31 (56:18).
- ↑ 70.0 70.1 70.2 Podcast, 2018-04-23 (29:56).
- ↑ Interjú, 2018-05-11 (1:00:19).
- ↑ Élő adás, 2019-07-26 (1:13:23).
- ↑ Video, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Élő adás, 2018-05-04 (32:46).
- ↑ 76.0 76.1 76.2 76.3 76.4 76.5 76.6 76.7 76.8 76.9 Élő adás, 2023-08-31 (15:51).
- ↑ Interjú, 2023-07-09 (42:11).
- ↑
- ↑ 79.0 79.1 79.2 79.3 79.4 Interjú, 2018-05-11 (50:47).
- ↑ 80.0 80.1 80.2 80.3 Steven Sharif - Clarification points from today’s stream.
- ↑ 81.0 81.1 81.2 81.3 81.4
- ↑ 82.00 82.01 82.02 82.03 82.04 82.05 82.06 82.07 82.08 82.09 82.10 82.11 82.12 82.13 82.14 82.15 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 83.0 83.1
- ↑ Élő adás, 2023-08-31 (22:32).
- ↑ Élő adás, 2023-08-31 (18:13).
- ↑ Video, 2020-05-31 (38:50).
- ↑ Élő adás, 2017-05-19 (33:57).
- ↑ 88.0 88.1 Interjú, 2020-07-08 (33:34).
- ↑ 89.0 89.1 89.2 89.3 Interjú, 2023-07-09 (1:50:50).
- ↑ 90.0 90.1 90.2 90.3 90.4 90.5 Blog: Development Update with Village Node.
- ↑ Élő adás, 2020-05-29 (36:29).
- ↑ Élő adás, 2023-06-30 (9:09).
- ↑ 93.0 93.1 Video, 2023-06-30 (5:41).
- ↑ 94.0 94.1 94.2 94.3 94.4 Élő adás, 2023-06-30 (1:12:07).
- ↑ 95.0 95.1 95.2 95.3 Élő adás, 2023-06-30 (14:09).
- ↑ 96.0 96.1 96.2 96.3 Development Update with Freehold Preview.
- ↑ 97.0 97.1 97.2 97.3 Video, 2023-06-30 (21:22).
- ↑ Élő adás, 2022-04-29 (1:03:44).
- ↑ 99.0 99.1 99.2 Élő adás, 2017-05-19 (32:23).
- ↑ 100.0 100.1 100.2 100.3 Élő adás, 2023-06-30 (1:15:34).
- ↑ 101.0 101.1 101.2 Élő adás, 2023-06-30 (13:10).
- ↑ 102.0 102.1
- ↑ Podcast, 2023-07-15 (11:21).
- ↑
- ↑
- ↑ 106.0 106.1
- ↑ 107.0 107.1 107.2 Podcast, 2023-07-15 (15:14).
- ↑
- ↑ 109.0 109.1 Interjú, 2023-07-09 (19:56).
- ↑ Interjú, 2020-07-08 (45:23).
- ↑ 111.0 111.1 Élő adás, 2017-10-16 (56:42).
- ↑
- ↑ Élő adás, 2023-06-30 (30:21).
- ↑ 114.0 114.1 114.2 Élő adás, 2023-06-30 (1:45:22).
- ↑ 115.0 115.1 115.2 Élő adás, 2022-06-30 (1:09:29).
- ↑ Élő adás, 2022-02-25 (1:12:27).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Interjú, 2020-03-27 (9:00).
- ↑ Élő adás, 2017-05-05 (34:15).
- ↑ 120.0 120.1 Élő adás, 2022-06-30 (1:08:02).
- ↑ Élő adás, 2023-06-30 (26:23).
- ↑ Élő adás, 2023-04-07 (37:56).
- ↑ Interjú, 2023-07-09 (49:48).
- ↑ Élő adás, 2024-01-31 (1:24:57).
- ↑ 125.0 125.1
- ↑ 126.0 126.1 Élő adás, 2020-06-26 (47:32).
- ↑ Élő adás, 2020-06-26 (54:03).
- ↑ 128.0 128.1 128.2 128.3 Élő adás, 2017-05-12 (55:01).
- ↑ 129.0 129.1 Élő adás, 2020-06-26 (53:41).
- ↑ Élő adás, 2017-05-12 (52:01).
- ↑ Élő adás, 2020-06-26 (1:02:12).
- ↑ Élő adás, 2020-06-26 (56:08).
- ↑ Élő adás, 2023-06-30 (1:20:20).
- ↑ 134.0 134.1 Élő adás, 2019-05-30 (1:23:41).
- ↑ 135.0 135.1 135.2 135.3 135.4 135.5 135.6 Interjú, 2023-07-09 (38:14).
- ↑
- ↑ 137.0 137.1 137.2 Interjú, 2020-03-27 (0:30).
- ↑ 138.0 138.1 138.2 138.3 138.4 Video, 2018-04-05 (41:48).
- ↑ Élő adás, 2017-05-19 (53:24).
- ↑ 140.0 140.1 140.2 Interjú, 2020-07-29 (17:26).
- ↑ 141.0 141.1 141.2 141.3
- ↑ 142.0 142.1 142.2 Interjú, 2018-05-11 (50:05).
- ↑ Élő adás, 2023-08-31 (20:54).
- ↑ Élő adás, 2023-08-31 (2:22:01).
- ↑ Élő adás, 2020-10-30 (1:01:00).
- ↑ Élő adás, 2018-07-09 (27:12).
- ↑ Élő adás, 2017-05-26 (44:52).
- ↑ Video, 2016-12-04 (0:02).
- ↑ Video, 2017-04-30 (5:31).
- ↑ Élő adás, 2021-11-19 (54:26).
- ↑ 151.0 151.1 151.2 151.3 Élő adás, 2020-08-28 (2:04:00).
- ↑ 152.0 152.1 152.2 Élő adás, 2017-05-19 (28:04).
- ↑ Élő adás, 2017-05-19 (29:34).
- ↑ Élő adás, 2023-07-28 (1:26:16).
- ↑ Élő adás, 2023-06-30 (1:39:22).
- ↑ 156.0 156.1 Élő adás, 2017-07-18 (40:14).
- ↑ 157.0 157.1 Élő adás, 2017-11-17 (47:10).
- ↑ Élő adás, 2020-06-26 (1:00:57).
- ↑ 159.0 159.1 159.2 159.3 Élő adás, 2017-05-24 (52:39).
- ↑ Élő adás, 2020-03-28 (1:02:46).
- ↑ 161.0 161.1
- ↑ 162.0 162.1 162.2 162.3 Élő adás, 2023-09-29 (1:07:01).
- ↑ 163.0 163.1 163.2 163.3 Élő adás, 2019-07-26 (1:20:48).
- ↑ 164.0 164.1 Élő adás, 2017-11-17 (9:49).
- ↑ Élő adás, 2020-07-25 (1:52:45).
- ↑
- ↑ 167.0 167.1 Élő adás, 2023-08-31 (31:44).
- ↑ Élő adás, 2023-08-31 (37:35).
- ↑ Élő adás, 2023-09-29 (1:05:44).
- ↑ 170.0 170.1 170.2 170.3 170.4 170.5 170.6 170.7 Video, 2023-08-31 (28:04).
- ↑ Élő adás, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ Interjú, 2023-07-09 (54:46).
- ↑ 175.0 175.1
- ↑ Élő adás, 2023-09-29 (1:11:22).
- ↑ 177.0 177.1 Interjú, 2018-05-11 (57:02).
- ↑ Élő adás, 2022-04-29 (27:42).
- ↑ City hall.
- ↑ 180.0 180.1 Interjú, 2020-07-19 (24:34).
- ↑ 181.0 181.1
- ↑ Élő adás, 2023-08-31 (44:21).
- ↑ 183.0 183.1 183.2 183.3 183.4 Podcast, 2018-05-11 (21:07).
- ↑ Élő adás, 2017-05-26 (31:44).
- ↑ Élő adás, 2017-05-26 (42:45).
- ↑ Élő adás, 2017-05-24 (31:39).
- ↑ Élő adás, 2018-08-17 (58:53).
- ↑ 188.0 188.1 188.2 Élő adás, 2018-04-8 (PM) (1:01:28).
- ↑ Élő adás, 2024-03-29 (2:26:40).
- ↑ Interjú, 2020-07-19 (48:05).
- ↑ 191.0 191.1 Interjú, 2023-07-09 (1:18:49).
- ↑ Élő adás, 2022-10-14 (58:46).
- ↑ Élő adás, 2017-05-19 (37:51).
- ↑ Élő adás, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Élő adás, 2018-04-8 (AM) (18:29).
- ↑
- ↑ 198.0 198.1 198.2 Interjú, 2020-07-18 (56:11).
- ↑ 199.0 199.1 199.2 199.3 199.4 199.5 199.6 Podcast, 2021-09-29 (10:49).
- ↑ Élő adás, 2018-02-09 (29:26).
- ↑ 201.0 201.1 Élő adás, 2022-04-29 (27:00).
- ↑ Élő adás, 2020-07-25 (1:22:40).
- ↑ Élő adás, 2020-06-26 (1:33:10).
- ↑ Élő adás, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Interjú, 2020-07-08 (57:46).
- ↑ Élő adás, 2020-04-30 (1:14:44).
- ↑
- ↑
- ↑
- ↑ Élő adás, 2020-11-08 (15:01).
- ↑ Élő adás, 2020-11-08 (00:49).
- ↑ 213.0 213.1 Élő adás, 2020-11-08 (07:58).
- ↑ Video, 2022-12-02 (11:11).
- ↑ Élő adás, 2023-02-24 (6:51).
- ↑ 216.0 216.1
- ↑ 217.0 217.1 Élő adás, 2017-05-17 (11:27).
- ↑ 218.0 218.1 218.2
- ↑ 219.0 219.1 Interjú, 2018-10-20 (5:51).
- ↑ Élő adás, 2017-05-24 (40:50).
- ↑ 221.0 221.1 Élő adás, 2019-06-28 (1:26:14).