Node benefits
Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Metropolis (színpad 6).[2]
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.[3]
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.[2]
- Up to two economic metropolises may be linked in this manner.[4]
- Metropolis level economic nodes enable worldwide sale prices for auction houses across Verra.[2]
- Items listed in one linked economic node can be bid on from any other linked economic node.[2]
- Linked economies also connect the economic metropolis and its vassal economic nodes.[2]
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.[2]
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.[2]
Military node benefits
Military nodes enable Bounty vadászok and (potentially) reduced duration of corruption.[5][6]
Academic 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.[7][8][9]
- 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.[10]
- 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.[10]
- 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.[10]
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).[12] A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.[13]
Node fázis.[12] | Alternatív név.[14] | Fejlesztéshez szükséges idő.[12] | Játékos lakások.[15] | |
---|---|---|---|---|
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.[11] – Margaret Krohn
Egy Node fejlesztése elérhetővé teszi az egyedi tartalmát, amivel egyidejűleg egyre nagyobb körzetben akadályozza meg a szomszédos Node-ok fejlődését.[17]
- A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.[18]
- Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.[8]
- 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.[16]
- 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.[19]
- A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.[20]
- Azon okból, ahogy a kiterjeszkedést számító algoritmus kiszámolja egy növekedő Node ZOI-ját, előfordulhat, hogy két azonos szintű Node egymáshoz közel esik.[21]
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.[20] – 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.[21] – 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.[16]
- A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.[22]
- Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.[23]
- A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.[24]
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.[24] – Steven Sharif
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[13][19]
- 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.[25]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[26] – 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.[27][28]
- 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.[28] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[29]
- Vassal nodes must remain at least one node stage below their parent node.[13]
- Neighboring/Adjacent nodes from Expedition (színpad 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[30][19]
- Vassal nodes first apply any experience earned to their own deficit (see Node bomlás). It then applies excess experience earned to its parent node.[11]
- If the parent node advances, the vassal is once again able to advance.[13]
- 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.[29][13]
- 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.[11]
- 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.[29] – 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.[13]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[13]
- Citizens of vassals are bound by the diplomatic states of the parent node.[13]
- 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.[11] – Margaret Krohn
Továbbiak
Hivatkozások
- ↑ Blog: Creative Director's Letter
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Know Your Nodes: Economic Node Type.
- ↑ Interjú, 2021-06-13 (56:35).
- ↑
- ↑ MMOGames interview, January 2017
- ↑
- ↑ 7.0 7.1
- ↑ 8.0 8.1 Node series part II – the Metropolis.
- ↑ Élő adás, 2018-05-04 (51:57).
- ↑ 10.0 10.1 10.2 Blog: Know Your Nodes - Scientific Node Type
- ↑ 11.0 11.1 11.2 11.3 11.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 12.0 12.1 12.2 A reactive world - Nodes.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Blog - Know Your Nodes - The Basics.
- ↑ Élő adás, 2018-12-12 (14:48).
- ↑ Interjú, 2020-07-20 (3:45).
- ↑ 16.0 16.1 16.2 Élő adás, 2017-10-16 (50:20).
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 19.0 19.1 19.2
- ↑ 20.0 20.1 Interjú, 2020-07-18 (10:04).
- ↑ 21.0 21.1 Interjú, 2020-07-08 (1:00:15).
- ↑ Élő adás, 2017-11-17 (55:27).
- ↑
- ↑ 24.0 24.1 Élő adás, 2017-05-26 (28:16).
- ↑ 25.0 25.1 25.2 Élő adás, 2022-08-26 (1:07:34).
- ↑
- ↑ Élő adás, 2023-08-31 (52:56).
- ↑ 28.0 28.1 Élő adás, 2022-08-26 (1:04:35).
- ↑ 29.0 29.1 29.2 Élő adás, 2022-08-26 (1:10:16).
- ↑