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Node progression

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש

פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות). [1][2]

איזור ההתפתחות של הצומת הוא היכן שציביליזציה תופיע כאשר צומת מתפתח. ככל שהצומת עולה שלבים, בניינים שונים, דמויות ללא שחקן (NPCs), ושירותים יהפכו לזמינים באיזור ההתפתחות. ככל שרמת הצומת גבוהה יותר, כך איזור ההתפתחות יהיה מורכב ומאוכלס יותר. אזור ההתפתחות ישתנה גם בהתאם לסוג הצומת - כלכלי, צבאי, מדעי, או שמימי; נרחיב יותר על כל אחד מהסוגים בפוסטים עתידיים בסדרה הזו. [1]Margaret Krohn

התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [3]

  • צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים.[4]
  • ככל שצומת מתקדם כך אזור השפעה שלו גדל.[5]
  • צמתים פחות מתקדמים (מכונים צמתים צמיתים) שנמצאים בתוך איזור השפעה של צומת מתקדם יותר יכולים עדיין לצבור XP, אבל חייבים להשאר בשלב התפתחות נמוך יותר מהצומת הדומיננטי.[6]
    • מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים שכנים החל משלב משלחת (שלב 1) יכולים גם לחסום את הגדילה של השכנים הקרובים שלהם.[7][8]
  • אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[9]

הדרך שבה האלגוריתם מרחיב שטחים לוקחת בחשבון כמה דברים: דבר ראשון היא לוקחת בחשבון את החוף לדוגמה היכן החוף הכי קרוב. דבר שני היא לוקחת בחשבון את הצמתים הסמוכים כך שהוא יוכל להשתלט עליהם ולהפוך אותם לצמיתים שלו, אבל מה שחשוב יותר זה בעצם האוכלוסייה הראשונית שנקבעת על ידי בחירת השחקנים את הגזעים שלהם. מכיוון שיש לנו תשעה גזעים שונים וארבע נקודות התחלה שונות שמתפצלות, צפיפות האוכלוסייה של כל שרת הולכת להכתיב למעשה את הצמתים הראשונים שיהיו מאוכלסים מאוד ואז הגרעין הראשוני הזה הוא זה שהולך לקבוע את מבנה כל צומת תוך כדי שהוא נע בתוך היבשה בעצם אל תוך העולם; ובהתבסס על הביצועים וההצלחות של מצורים שונים יקבע אילו צמתים שננעלו ממקודם בהתקדמות הראשונית יוכלו להיות זמינים כעת כדי להתקדם הלאה. אז אני באמת חושב שעם כל כך הרבה משתנים שנמצאים במשוואה של איך צמתים מתקדמים ונשארים קיימים ככל שיש לך יותר משתנים, ככה תהיה הסבירות שתהיה התפצלות משמעותית בהתקדמות עולם גבוהה יותר .[9]Steven Sharif

בדרך כלל האלגוריתם שפועל על הרחבת הטריטוריה של צמתים ימנע מצמתים משמעותיים להיות קרובים זה לזה ... יכולה להיות סערה מושלמת בה כל הרחבה של אלגוריתם הטריטוריה תגרום לכך שצמתים יתקרבו זה לזה מאוד מכיוון שקיימות דרישות מסוימות שצריכות להתקיים בכדי לספק את האפשרות של השתלטות על צמתים צמיתים; וייתכן ששני צמתים לעולם לא יהפכו אחד את השני לצמית ובסופו של דבר יהיו צמודים זה לזה וימשיכו להרחיב את הטריטוריה שלהם בכיוונים מנוגדים: בערך כמו בספר "בין שתי ערים".[10]Steven Sharif

  • צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[6]
  • שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[11]
  • אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[12]

ההזדמנויות להשיג ניסיון עבור צומת יהיו שוות עבור כל ארבעת סוגי הצמתים

  • האחוז המדויק של התקדמות מהשגת חפצים או מהריגה של מפלצות לא יהיה ידוע במפורש כדי להימנע מ"לשחק" את המערכת.[13]

לאנשים שונים יש משאבים שונים שהושקעו בהתקדמות של צמתים וזה יהיה קצת "משחקי" (gamey) אם היית יכול לדעת בדיוק מה נחוץ באותה נקודה מכיוון שזה יבלום את התמריץ של אנשים להשתתף.[13]Steven Sharif

Storyline quests

Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[14][15][16][17][18][19]

  • Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[16]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[15]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[20]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[14][15][17]
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.[20]Skott B
  • These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[17]
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.[17]Steven Sharif

Relics

Reliquary concept art.[23]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[24]Steven Sharif

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.[25][26]

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.[25]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.[25][24]
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.[25]Steven Sharif
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.[25]Steven Sharif

Node development

Racial architecture of the same כפר (שלב 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). אלפא-1 ללא NDA צילום מסך.

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.[42]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.[1]Margaret Krohn

Node layout and style is determined by several factors:[43][44]

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.[45]Steven Sharif
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.[46]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.[44]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.[52]Steven Sharif
  • The rest is determined by the node's mayor.[44]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[53]
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.[53]Steven Sharif

מבני צומת

Template:Node buildings

Racial quests

משימות may be based on a character's race.[54]

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.[54]

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.[54]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.[55]Steven Sharif

משימות 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.[56]

פארק הנצחות

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

פארק הנצחות is an area within עיירה, עיר or מטרופולין 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.[57]

  • Server announcements and achievements are designed to encourage groups to experience new content.[57]

Node government

אלפא-1 winner of Mayoral election.[58]

There are a number of different seats that can exist within a node, and carry different responsibilities.[59]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[60][59][61][19]

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.[60]Steven Sharif

Leadership powers

Leadership powers may refer to.

Node taxes

אלפא-2 Node treasury work-in-progress advanced node taxes UI.[64]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[64]Chris Justo

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.[64][65]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[77][78]

  • 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.[78]

בריתות

Ashes of Creation may have specific content that revolves around בריתות.[79]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[79]Steven Sharif

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in צמתים, גילדות and ארגונים חברתיים.[81][82][83]

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[84]

See also

הפניות

  1. 1.0 1.1 1.2 1.3 1.4 Blog - Know Your Nodes - Advance and Destroy.
  2. A reactive world - Nodes.
  3. וִידֵאוֹ, 2017-04-20 (0:02).
  4. Npc vending.jpg
  5. Node series part II – the Metropolis.
  6. 6.0 6.1 שידור חי, 2017-10-16 (50:20).
  7. steven-quote-neighboring-nodes.png
  8. jahlon-steven-vassal-nodes-quote.png
  9. 9.0 9.1 רֵאָיוֹן, 2020-07-18 (10:04).
  10. 10.0 10.1 רֵאָיוֹן, 2020-07-08 (1:00:15).
  11. שידור חי, 2017-11-17 (55:27).
  12. node xp.png
  13. 13.0 13.1 שידור חי, 2017-05-26 (28:16).
  14. 14.0 14.1 שידור חי, 2023-04-07 (58:39).
  15. 15.0 15.1 15.2 וִידֵאוֹ, 2023-03-31 (14:20).
  16. 16.0 16.1 וִידֵאוֹ, 2023-03-31 (12:47).
  17. 17.0 17.1 17.2 17.3 רֵאָיוֹן, 2018-10-20 (2:36:25).
  18. שידור חי, 2018-01-18 (39:08).
  19. 19.0 19.1 MMOGames interview, January 2017
  20. 20.0 20.1 skotty-story-arc-3.png
  21. שידור חי, 2021-03-26 (1:12:51).
  22. שידור חי, 2020-07-25 (1:50:20).
  23. reliquary-concept.png
  24. 24.0 24.1 24.2 רֵאָיוֹן, 2020-07-18 (56:11).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 פודקאסט, 2021-09-29 (10:49).
  26. שידור חי, 2018-02-09 (29:26).
  27. 27.0 27.1 שידור חי, 2022-04-29 (27:00).
  28. שידור חי, 2020-07-25 (1:22:40).
  29. שידור חי, 2020-06-26 (1:33:10).
  30. שידור חי, 2022-10-14 (52:31).
  31. פודקאסט, 2021-09-29 (14:21).
  32. רֵאָיוֹן, 2020-07-08 (57:46).
  33. שידור חי, 2020-04-30 (1:14:44).
  34. siege spoils.png
  35. steven-looting-relics.png
  36. steven-relic-trading.png
  37. שידור חי, 2020-11-08 (15:01).
  38. שידור חי, 2020-11-08 (00:49).
  39. 39.0 39.1 שידור חי, 2020-11-08 (07:58).
  40. וִידֵאוֹ, 2022-12-02 (11:11).
  41. שידור חי, 2023-02-24 (6:51).
  42. Blog - Know Your Nodes - The Basics.
  43. 43.0 43.1 43.2 שידור חי, 2020-10-30 (39:17).
  44. 44.0 44.1 44.2 44.3 44.4 44.5 שידור חי, 2018-09-27 (53:06).
  45. 45.0 45.1 שידור חי, 2022-02-25 (41:00).
  46. 46.0 46.1 שידור חי, 2021-02-26 (1:12:18).
  47. שידור חי, 2022-03-31 (4:57).
  48. פודקאסט, 2021-04-11 (29:47).
  49. רֵאָיוֹן, 2018-05-11 (54:34).
  50. שידור חי, 2017-05-26 (21:23).
  51. פודקאסט, 2021-04-11 (23:36).
  52. 52.0 52.1 רֵאָיוֹן, 2018-05-11 (47:27).
  53. 53.0 53.1 שידור חי, 2022-07-29 (1:13:09).
  54. 54.0 54.1 54.2 פודקאסט, 2018-04-23 (29:56).
  55. רֵאָיוֹן, 2018-05-11 (1:00:19).
  56. שידור חי, 2019-07-26 (1:13:23).
  57. 57.0 57.1 פודקאסט, 2018-08-04 (1:35:58).
  58. שידור חי, 2020-03-28 (1:02:46).
  59. 59.0 59.1 Steven Quote2.png
  60. 60.0 60.1 60.2 60.3 שידור חי, 2023-09-29 (1:07:01).
  61. 61.0 61.1 61.2 61.3 שידור חי, 2019-07-26 (1:20:48).
  62. שידור חי, 2017-11-17 (9:49).
  63. שידור חי, 2020-07-25 (1:52:45).
  64. 64.0 64.1 64.2 64.3 64.4 64.5 64.6 64.7 וִידֵאוֹ, 2023-08-31 (28:04).
  65. שידור חי, 2020-03-28 (1:03:38).
  66. steven-tavern-games-1.png
  67. steven-tavern-games-2.png
  68. רֵאָיוֹן, 2023-07-09 (54:46).
  69. שידור חי, 2023-06-30 (1:45:22).
  70. 70.0 70.1 Tax spending.png
  71. Blog: Development Update with Village Node.
  72. שידור חי, 2023-08-31 (15:51).
  73. 73.0 73.1 רֵאָיוֹן, 2023-07-09 (38:14).
  74. 74.0 74.1 רֵאָיוֹן, 2020-03-27 (0:30).
  75. וִידֵאוֹ, 2018-04-05 (41:48).
  76. שידור חי, 2023-09-29 (1:11:22).
  77. 77.0 77.1 שידור חי, 2022-08-26 (1:10:16).
  78. 78.0 78.1 רֵאָיוֹן, 2018-05-11 (57:02).
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  81. 81.0 81.1 steven-stock-markets.png
  82. 82.0 82.1 שידור חי, 2017-05-17 (11:27).
  83. 83.0 83.1 83.2 Stock Exchange.jpg
  84. 84.0 84.1 רֵאָיוֹן, 2018-10-20 (5:51).