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Nodes: verschil tussen versies
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Regel 1: | Regel 1: | ||
− | + | {{Nodes}} | |
− | + | {{Node types}} | |
+ | |||
+ | == 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 == | ||
Regel 12: | Regel 30: | ||
{{Node advancement}} | {{Node advancement}} | ||
+ | |||
+ | === Vassal nodes === | ||
+ | |||
+ | {{Vassal nodes}} | ||
=== Zones and progression === | === Zones and progression === | ||
Regel 20: | Regel 42: | ||
{{Node atrophy}} | {{Node atrophy}} | ||
+ | |||
+ | === Storyline quests === | ||
+ | |||
+ | {{Storyline quests}} | ||
+ | |||
+ | === Trophy park === | ||
+ | |||
+ | {{Trophy park}} | ||
== Node development == | == Node development == | ||
Regel 28: | Regel 58: | ||
{{Node buildings}} | {{Node buildings}} | ||
+ | |||
+ | ==== Unique node buildings ==== | ||
+ | |||
+ | {{Unique node buildings}} | ||
=== Racial quests === | === Racial quests === | ||
Regel 63: | Regel 97: | ||
{{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 government == | ||
− | {{Node | + | {{Node governments}} |
+ | |||
+ | === Mayors === | ||
+ | |||
+ | {{Mayors}} | ||
=== Leadership powers === | === Leadership powers === | ||
Regel 76: | Regel 128: | ||
{{Node taxes}} | {{Node taxes}} | ||
+ | |||
+ | === Node wars === | ||
+ | |||
+ | {{Node wars}} | ||
=== Alliances === | === Alliances === | ||
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== Artwork == | == Artwork == | ||
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|mode = gallery | |mode = gallery | ||
|namespace= file | |namespace= file | ||
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* [[Social organizations]] | * [[Social organizations]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:Reactive world]][[Category:Nodes]] | [[Category:Reactive world]][[Category:Nodes]] |
Versie van 12 jun 2019 18:43
In elke server omvattend zijn zorgvuldig geplaatste ontwikkelingspunten die Nodes worden genoemd.[4]
Er zullen bij de release 103 nodelocaties zijn.[5][6]
Nodes zijn vooraf ingestelde locaties, verpakt in zones van invloed, in onze wereld wat zich in steden van verschillende grootte kunnen vormen. Deze grootten variëren van een klein kamp tot een uitgestrekte metropool. De grootte van de steden hangt af van de bijdrage van de spelers en hoe ver zij de Node hebben gevorderd. Spelers maken de voetafdrduk van de Node niet zelf, maar binnen die voetafdruk hebben ze wel de mogelijkheid om land te bezitten. Spelers die deel uit maken van de overheid voor een specifieke Node zullen de mogelijkheid hebben om bouwtypen en services verder te modificeren, maar voor het grootste gedeelte, zal een Node langs een specifiek pad groeien (denk hiervoor aan NPCs die de steden bouwen, in plaats van PCs die individueel gebouwen en muren neerzetten). Het bijdragegebied van de Node is groter dan de stad zelf, waardoor het mogelijk word voor spelers om te avonturen en nog steeds de gelegenheid hebben om de stad voort te bouwen. We nomen het contributiegebied de "Zone van Invloed", en dat is het gebied waar spelers helpen om de Node waar zij zich in bevinden voort te zetten.[7]
Nodes worden toegewezen aan een van de vier node types, elk unieke specialisaties hebbenden.[5]
- Spelers zullen het type node kunnen identificeren bij de eerste ontwikkelingsstage (Expeditie), gebaseerd op de NPC-bevolking.[8]
Node type.[5] | Specialisatie.[5] | NPC's.[5] |
---|---|---|
Goddelijke nodes | Geloof en vaardigheden- en uitrustingsspecialisatie | Priesters |
Economische nodes | Ruilen en kooplieden | Kooplieden |
Militaire nodes | Gevecht en klassen training | Wachters |
Wetenschappelijke nodes | Ambachtelijke and constructie | Geleerden |
Ashes of Creation staat je, de speler toe om je lot in de wereld om je heen te bepalen. Met elke node type kan je stroming van hulpmiddelen en goederen in de wereld veranderen. Zul je de grootste economische metropool maken en helpen met leiden van de rijkdommen van Verra, of zul je een ander pad kiezen waar je nieuwe verhalen ontgrendelt, gevuld met bondgenoten en vijanden?[9]
Node types zijn vooraf bepaald en zijn hetzelfde in alle servers.[5]
- Het type van de node is statisch. Het verandert niet gebaseerd op de vooruitgang of vernietiging van de node.[5]
Bijvoorbeeld: als een level 4 wetenschappelijke node vernietigd is, wordt het een level 0 wetenschappelijke node. Het wordt nooit een ander type dan wetenschappelijk. De locatie van deze types corresponderen met de invloeden van buiten de node.[5] – Margaret Krohn
Node types hebben effect of verschillende services en systemen op elk level van de vooruitgang.[5]
- Node overheden
- Vertelling
- NPC's
- Nodegebouwen en voorzieningen
Node voordelen
Elk node type heeft een soort van superkracht, een ultieme vaardigheid, die ontgrendeld wordt wanneer de node level 6 (metropool) bereikt.[9]
Goddelijke node voordelen
De voordelen van een goddelijke node zijn momenteel onbekend.
Economische node voordelen
Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de verbonden economie superkracht. Economische nodes met deze superkracht delen hun veilinghuiscatalogus met alle andere economische nodes.[9]
- Totaan twee economische metropolen kunnen op deze manier verbonden worden.[10]
- Metropool level economische nodes staan wereldwijde verkoopprijzen over Verra voor hun veilinghuizing toe.[9]
- Op items die vermeld zijn in een verbonden economische node kan geboden worden via elke andere verbonden economische node.[9]
- Verbonden economieën verbinden ook de economische metropool en zijn economische vazalnodes.[9]
Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de superkracht "Verbonden Economie". Elke economische node met deze superkracht ontgrendelt de mogelijkheid om de veilinghuiscatalogus te delen met alle anderen, wat betekent dat men kan bieden op de items die in de ene verbonen economische node vermeld zijn in elke andere verbonden economische node. Verbonden economieën verbinden ook een metropool en elke vazal economische nodes die bij die metropool horen.[9]
De Verbonden Economie superkracht heeft de mogelijkheid om een grootse markt de maken die de hele wereld omtrekt. Dit staat spelers toe om items met gemak te kopen en verkopen, mits ze toegang hebben tot deze economische nodes. Dit is een sneller pad naar vermogen in het land van Ashes of Creation.[9]
Militaire node voordelen
Militaire nodes staan premiejagers en een verkleinde corruptieduur toe.[11][12]
Wetenschappelijke node voordelen
Wetenschappelijke nodes die de metropoolstage bereikt hebben, ontgrendelen de teleportatie superkracht.[13]
- Burgerschap van een wetenschappelijke metropool staat je toe om in de metropool en zijn vazal nodes te teleporteren, ongeacht de stage van de vazal node, als de vazal node maar niet in oorlog is.
- Burgers van vazal nodes mogen naar hun metropool en terug teleporteren.
- Als er meerdere wetenschappelijke metropolen zijn, dan zal een luchtschip een snellere reis bieden voor burgers van die nodes en vazal nodes, als de metropolen niet in oorlog zijn.
Dit staat burgers en vazallen van wetenschappelijke metropolen toe om dingen sneller te doen dan andere, omdat snelle reizen gelimiteerd is in de wereld van Ashes of Creation. Ze zullen gemakkelijker goederen en informatie kunnen uitwisselen, kunnen sneller naar locaties in de wereld reizen om zo materialen te verzamelen om recepten te maken en kunnen ook participeren in tijdelijke evenementen.[13]
Zone of influence
Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[7]
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 .[14] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[15]
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.[7]
- Zones of influence connect fully across the world without any gaps.[16]
There is not a space where you will move in to do something and no node will get that experience.[16] – Steven Sharif
- Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[17][18][19]
- 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.[20]
Node advancement
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[22][4]
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[23]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[24]
- The more advanced the node is, the larger its ZOI becomes.[1]
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[25]
- The vassal system begins when a node hits Dorp (fase 3), but neighboring nodes starting from Expedition (fase 1) also block the growth of their immediate neighbors.[26][27]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[28]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[29]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[30]
- 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 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.[29] – 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.[30] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[25]
- Node experience gain opportunities will be equitable across the four node types.[32]
- 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.[33] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[34][22]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[34][35]
- Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[34]
- NPCs will begin construction activities.[34]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[34]
- 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.[22] – Margaret Krohn
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[5][27]
- A Metropolis (fase 6) can control up to two City (fase 5) nodes. A City (fase 5) can control one Town (fase 4) and one Dorp (fase 3) node. A Dorp (fase 3) can control an Encampment (fase 2) or an Expedition (fase 1). If the Dorp (fase 3) gets destroyed through a siege, its dependant Encampment (fase 2) and Expedition (fase 1) nodes are also destroyed.[36]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[37] – 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.[38][39]
- 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.[39] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[41]
- Vassal nodes must remain at least one node stage below their parent node.[5]
- Neighboring/Adjacent nodes from Expedition (fase 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[26][27]
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[22]
- If the parent node advances, the vassal is once again able to advance.[5]
- 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.[41][5]
- 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.[22]
- 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.[41] – 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.[5]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[5]
- Citizens of vassals are bound by the diplomatic states of the parent node.[5]
- 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.[22] – Margaret Krohn
Zones and progression
Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[42][43][5]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[44]
- 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.[45] – Steven Sharif
Node atrophy
Nodes 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.[22]
- 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.[30]
- 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.[30] – Steven Sharif
Storyline quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[46][47][48][49][50][11]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[48]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[46][47][49]
- 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.[51] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[49]
- 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.[49] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[52]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[53]
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.[54]
- Server announcements and achievements are designed to encourage groups to experience new content.[54]
Node development
Node layout and style is determined by several factors:[55][56]
- 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.[57] – Steven Sharif
- Environment (biome) and location of the node.[57][55][56]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[58]
- 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.[58] – 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.[56] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[59][60][55][22][56][61][62]
- 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.[64] – Steven Sharif
- The rest is determined by the node's mayor.[56]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[65]
- 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.[65] – Steven Sharif
Node buildings
Unieke nodegebouwen
Elk node type heeft een geassocieerd uniek nodegebouw dat geactiveerd kan worden bij de dorpelijke stage van de nodevoortgang. Het unieke gebouw speelt een centrale rol in de vooruitgang van de burgerij van een server.[9]
Racial quests
Quests may be based on a character's race.[67]
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.[67]
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.[67] – 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.[68] – Steven Sharif
Quests 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.[69]
Player housing
Player housing is player-owned accommodation in the form of Apartments, Freeholds, Inns, and Static housing.[73][1]
A player may own up to one of each type of housing simultaneously.[74][75] Static housing and Apartments are one per server; Freeholds are one per account.[76]
Spelers huisvesting | Type.[1] | Beschikbaarheid.[1] | Limiet.[77] |
---|---|---|---|
Appartementen | Instanced. | Stedelijke fase en hoger. | Een per server. |
Freeholds | Open-world. | Dorpelijke fase en hoger. | Een per account. |
Statische huisvesting | In een node. | Dorpelijke fase en hoger. | Een per server. |
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 Dorp (fase 3).[1][79]
- There will be 8 cottages available for purchase at the village stage.[79]
- 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.[81]
- Taverns and Player shops are not tied to in-node housing.[82]
Apartments
Apartments provide instanced player housing functionality on a rental basis.[83][1]
- Dorp (fase 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (fase 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.[84][73][83][79][1]
- The number and sizes of available apartments increases as a normal part of node advancement.[83][80]
- It is estimated that the number of apartments available in a Metropolis (fase 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.[83]
- 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.[73][1]
- It was previously stated that apartments would be available at Town (fase 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 Zone of influence (ZOI) of a Dorp (fase 3) or higher node, including the ZOI of any of its vassal nodes.[88][89][90][91][92][93][94][1]
- Freehold estates may be purchased from other players,[95] or can be obtained via deeds from completing a quest and winning an auction.[88][89][90][96][91][92][97][94]
- 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.[98][99][88][100]
- The seller decides if their freehold should be auctioned or sold directly to other players.[101]
- Some freehold auctions will require node-type-specific bound currencies, others will auction for gold.[102][103][104] This is intended to cater to players with different playstyles, who are progressing through alternate systems.[102][104]
- 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.[102] – 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.[88]
- Freeholds are approximately 1.5 acres in size, or roughly 100m x 60m.[89]
- The footprint of a freehold does not change with node progression.[105]
- Previously it was stated that freeholds were half an acre in size.[106]
- The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[88][107][108][109]
- 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.[88]
- Freeholds are subject to node taxes.[110]
- Freehold tax is calculated based on the number of permits issued for buildings on a freehold.[110]
- Freehold buildings that require permits will have additional upkeep costs.[88]
- Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[111][112][113][114][115]
- The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[116]
- 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.[116] – 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.[111]
- 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.[111] – Steven Sharif
- Freeholds are intended to work with the family system.[117]
- The spread of corruption in the world does not impact the freehold system.[119]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[120]
- Expansions and upgrades become available as node progression allows.[106]
Buying and selling (Real estate)
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[121][122][123][11][1]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[124] Currently freeholds may be acquired via auction.[88][89][90][96][91][92]
- Housing will have a base price that scales with the number of citizens in the node.[125]
- There is no cap on the price of player-originated housing sales.[82]
- 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.[126]
- Player housing that is destroyed during a node siege can no longer be sold.[127]
- Freehold plots may be purchased from and sold to other players,[121][95] or can be obtained via deeds issued by a Dorp (fase 3) or higher node.[88][89][90][96][91][92][97][94]
- 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.[95] – 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".[125]
- Players will not be able to exceed their allotment of housing in the game.[130]
- Rental and leasing concepts are under consideration.[130]
Node citizenship
De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[131]
- 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[132]
We willen dat deze plaatsen bevolkt worden en dat spelers zich hiernaar aangetrokken zullen voelen. Huisvesting is momenteel voldoende om dat te bereiken. We willen ons echter niet in een hoekje werken waar we geen andere opties meer overhebben. De hoop is dat, ja, burgerschap alleen te verkrijgen is via huisvesting; met de waarschuwing in ons achterhoofd dat we het zullen veranderen als het niet werkt.[132] – Jeffrey Bard
Burgerschap kan verkregen worden bij dorpelijke (level 3) nodes of hoger.[11]
- Een speler kan alleen burger worden bij een enkele node tegelijk. [133]
- Je kan alleen burgerschap verkrijgen in een node op een account per server.[134]
- Dit is mogelijk veranderd naar een burgerschap per account.[135]
Je account is gebonden aan een enkele vastgestelde burgerschap per server, wat betekent dat je, wanneer je twee alts en je main character op een server hebt, je alleen een burger van een enkele node mag zijn met een van de drie characters... Als je een alt op een andere server hebt, kan die ook een burger van een node zijn.[134] – Steven Sharif
Het veranderen van burgerschap heeft een cooldown van twee weken.[131]
Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[136]
Je kan alleen burger worden van een enkele node. Bijvoorbeeld, een guild wil misschien dat al zijn leden burgen worden van een locatie. Hoe langer een node bestaat, hoe beter de beloningen zijn om burger te zijn van die node. Bij de beloningen kijken we ook naar systemen als ambachtsprogressie, -beloningen en -bonussen en reliekschrijnen. Hier hebben we nog weinig daglicht op geschenen. Deze systemen zullen zo aanlokkelijk zijn dat het in staat is om mogelijk allianties te breken of belegeringen van een node te ontlokken om zo de waren die er mogelijk zijn te verkrijgen. Dus, vanuit een incentief standpunt, hebben we dat op spel. Verder hebben we niet zozeer maxima op het aantal burger die van een node kunnen zijn, maar we hebben wel een zacht maximum. Het wordt met het hoger wordende aantal burgers duurder om deel uit te maken van de node. Dus er is een figuurlijk maximum op hoeveel burgers er in een node kunnen leven. Dat wil dus zeggen dat er een mogelijkheid is dat niet iedereen van een guild in een enkele node kan leven. Dus er is een bepaalde natuurlijke scheiding binnen een guild: een pseudo-factie, mensen die wel en en mensen die niet lid zijn van de node.[137] – Steven Sharif
Het is niet verplicht om een burger van een node te zijn. Deze spelers hoeven niet belasting te betalen, maar zullen wel niet profiteren van de voordelen van burgerschap.[138]
Node sieges
Node sieges enable players to destroy nodes starting at Dorp (fase 3).[22] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[4]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[4]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[140]
- Death penalties do not apply to objective-based events such as node sieges.[141]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![142] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[143]
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.[144][145][22][146] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[88]
- Players and their allies may defend their freehold for this period of time.[146]
- Structures and guards may be obtained to defend freeholds during this period.[146]
- 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.[88]
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.[145][22]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[145]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Dorp (fase 3) node or above, it will be destroyed.[88][22][145][147]
- 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.[22] – 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.[149] – Steven Sharif
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[88][150][151]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[88][22][150][151]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[152]
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[55][153]
- Different races becoming primary contributors.[55][153]
- Design elements determined by different governments.[55][153]
- Reactions and interactions with other nodes in the world.[55][153]
Node regering
Node regeringen worden gekozen van de bevolking van een node, wanneer de node level 3 bereikt (Dorp).[11] De methode voor het kiezen van de regering en haar burgemeesters ligt aan het type node.[1][5]
De regeringen van goddelijke nodes worden gekozen uit burgers via service-georiënteerde quests die het geloof in en de toewijding aan de node testen.[1]
Regeringen van economische nodes worden gekocht en verkocht door burgers die het meeste geld hebben.[1]
- Burgemeesters van militaire nodes worden kozen uit burgers via een 'last-man-standing' (gladiatorale arenastijl) gevecht.[154][155]
Regeringen van wetenschappelijke nodes worden democratisch gekozen.[1]
Burgemeesters
Burgemeesters zijn de leiders van een node's regering. Hij controleert de voortgang van de node.[157]
- Het verdelen van de grondstoffen, belastingen en quests om zo de verdediging van de node te verbeteren.[158]
- Het coördineren van de overdracht van goederen met burgers die karavaans besturen.[159]
- Burgemeesters moeten communiceren welke grondstoffen nodig zijn voor een bepaalde node. Vervolgens moet hij de burgers motiveren om deze behoeften te voldaan.[159]
- Andere leiderschapskrachten.[157]
Alleen burgers van de node kunnen verkozen worden tot burgemeester.[160]
- Per account, per server kun je burger zijn van maar één node.[160][134]
- Het kan zijn dat dit veranderd is naar een burgerschap per account.[135]
- Een koning of konigin kan ook een burgemeester worden.[160]
Je kan burger zijn van maar één node per keer.[160] – Steven Sharif
Burgemeesters krijgen nieuwe bevoegdheden en verantwoordelijkheden wanneer hun node vooruitgaat.[5]
- De mayorale titels geven toegang tot speciale krachten en statistieken tijdens belegeringen of evenementen.[161]
Leadership powers
Leadership powers may refer to.
Node taxes
Burgemeesters 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.[162][163]
- Amenities tax override.[162]
- Artisanship tax override.[162]
- Commerce tax override.[162]
- This may include taxes that apply to tavern games.[164][165]
- Property tax override.[162]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[166][110][167]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[84][73][168][169][170]
- 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.[168][169]
- Node tax rates will be visible on the world map by hovering over a node location.[171]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[41][167]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[41][172]
- 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.[172]
Node wars
Node regeringen may declare war on another node and rally citizens to the cause.[173][174]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[175]
- Social organizations quests will either be cooperative or adversarial based on the war status of their parent nodes.[175]
- Vassal nodes cannot declare a node war on their parent node or any of their vassals.[5]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[176]
- Players can kill each other at any time during the war (not only during server prime-time).[176]
- Node wars affect reputation between the nodes.[84][177]
- 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.[170] – Steven Sharif
Allianties
Ashes of Creation kan specifieke inhoud hebben die rondom allianties draaien.[178]
- Progressiepaden binnen allianties.[178]
- Guilds die gemeenschappelijke diensten met alliantieleden delen.[178]
- Allianties kunnen de relaties met nodes aan- en uitschakelen.[178]
De inhoud die specifiek rondom allianties, en hun progressie binnen de ontwikkelingen van allianties draaien; en de mogelijkheid tot het delen van gemeenschappelijke diensten tussen guilds die deel uitmaken van de alliantie. Daarnaast denk ik dat het toelaten om allianties bepaalde relaties met de Nodes aan en uit te schakelen als een interactie, toegevoegde waarde kan hebben. Dat gaat zeker een interessante dynamiek geven voor de spelers die deel uitmaken van die specifieke Node waarvan de relatie is aangezet, of van leden van de alliantie. Dus ik denk dat het bouwen van systemen uiteindelijk gaan draaien over het opbouwen van relaties en de kanalen zodat deze spelers een band kunnen creëren, en hoe meer lagen je hebt tussen alle verschillende guilds en spelers, hoe duurzamer de relatie.[178] – Steven Sharif
Underrealm nodes
Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[17][18][19]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[18]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[18]
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.[18] – Steven Sharif
- Caravan routes will go underground.[179]
- Node sieges occur in the usual manner.[180]
- There will be underrealm Metropolises.[181]
Coastal/island nodes
There will be nodes along the coast and on islands.[183]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[183]
- 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.[184]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[185]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[186][187][188]
- 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.[186] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[189][190]
Underwater nodes
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[191]
- There won't be nodes underwater or in the water.[183]
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.[194][195]
- 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.[194] – 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.[194][193]
- 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.[194] – 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.[194]
- 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.[194] – Steven Sharif
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.[196]
- Limited access to the relics stored in a node's reliquary are granted to players after a node is destroyed by a node siege.[199][200][194][193][201][202][203] Benefits are also conferred to those who capture, steal, or sabotage relics held the reliquary.[196]
- 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.[204] These shards can be traded.[205]
- Relics include the four Ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[206][207]
- 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.[208]
- 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.[208]
- Constellations enable the acquisition of certain relics.[209]
- Certain relics can only be discovered through exploration.[210]
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[211][212][213]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[213]
- This is a planned feature for the launch of Ashes of Creation.[211]
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.[214]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[213]
- There is no regulatory commission to restrict the purchase and sale of stocks.[214]
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.[215]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[216]
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.[216] – Steven Sharif
Kunstwerk
Zie ook
Referenties
- ↑ 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 Node series part II – the Metropolis.
Citefout: Ongeldig label
<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/" wordt meerdere keren met andere inhoud gedefinieerd. - ↑ Ashes of Creation - Screenshots.
- ↑ Livestream, 2017-12-15 (1:11:52).
- ↑ 4.0 4.1 4.2 4.3 A reactive world - Nodes.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 Blog - Know Your Nodes - The Basics.
- ↑ Interview, 24 augustus 2018 (3:44).
- ↑ 7.0 7.1 7.2 7.3 Node series part I
- ↑ 8.0 8.1 Livestream, 4 mei 2017 (15:15).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Know Your Nodes: Economic Node Type.
- ↑
- ↑ 11.0 11.1 11.2 11.3 11.4 MMOGames interview, januari 2017
Citefout: Ongeldig label
<ref>
; de naam "https://web.archive.org/web/20170112134238/http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://web.archive.org/web/20170112134238/http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://web.archive.org/web/20170112134238/http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label<ref>
; de naam "https://web.archive.org/web/20170112134238/http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd. - ↑
- ↑ 13.0 13.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ Interview, 2018-04-20 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 16.0 16.1 Livestream, 2018-07-09 (39:32).
- ↑ 17.0 17.1 Livestream, 2019-03-29 (58:14).
- ↑ 18.0 18.1 18.2 18.3 18.4 Livestream, 2019-03-29 (29:17).
- ↑ 19.0 19.1 Livestream, 2017-05-05 (37:52).
- ↑ Interview, 2018-05-11 (55:16).
- ↑ Video, 2024-02-29 (33:57).
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 22.13 22.14 22.15 22.16 22.17 22.18 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 25.0 25.1 Livestream, 2017-10-16 (50:20).
- ↑ 26.0 26.1
- ↑ 27.0 27.1 27.2
- ↑ Livestream, 2024-02-29 (53:58).
- ↑ 29.0 29.1 Interview, 2020-07-18 (10:04).
- ↑ 30.0 30.1 30.2 30.3 30.4 Interview, 2020-07-08 (1:00:15).
- ↑
- ↑ Livestream, 2021-09-24 (1:21:23).
- ↑ 33.0 33.1 Livestream, 2017-05-26 (28:16).
- ↑ 34.0 34.1 34.2 34.3 34.4 Livestream, 2022-10-14 (55:13).
- ↑ Livestream, 2017-11-17 (55:27).
- ↑ 36.0 36.1 36.2 Livestream, 2022-08-26 (1:07:34).
- ↑
- ↑ Livestream, 2023-08-31 (52:56).
- ↑ 39.0 39.1 Livestream, 2022-08-26 (1:04:35).
- ↑ 40.0 40.1 40.2
- ↑ 41.0 41.1 41.2 41.3 41.4 Livestream, 2022-08-26 (1:10:16).
- ↑ Interview, 2020-07-19 (19:35).
- ↑ Livestream, 2017-05-15 (30:53).
- ↑ Livestream, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 46.0 46.1 Livestream, 2023-04-07 (58:39).
- ↑ 47.0 47.1 47.2 Video, 2023-03-31 (14:20).
- ↑ 48.0 48.1 Video, 2023-03-31 (12:47).
- ↑ 49.0 49.1 49.2 49.3 Interview, 2018-10-20 (2:36:25).
- ↑ Livestream, 2018-01-18 (39:08).
- ↑ 51.0 51.1
- ↑ Livestream, 2021-03-26 (1:12:51).
- ↑ Livestream, 2020-07-25 (1:50:20).
- ↑ 54.0 54.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 55.6 Livestream, 2020-10-30 (39:17).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 Livestream, 2018-09-27 (53:06).
- ↑ 57.0 57.1 Livestream, 2022-02-25 (41:00).
- ↑ 58.0 58.1 Livestream, 2021-02-26 (1:12:18).
- ↑ Livestream, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interview, 2018-05-11 (54:34).
- ↑ Livestream, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 64.0 64.1 Interview, 2018-05-11 (47:27).
- ↑ 65.0 65.1 Livestream, 2022-07-29 (1:13:09).
- ↑ Livestream, 2018-09-01 (36:28).
- ↑ 67.0 67.1 67.2 Podcast, 2018-04-23 (29:56).
- ↑ Interview, 2018-05-11 (1:00:19).
- ↑ Livestream, 2019-07-26 (1:13:23).
- ↑ Video, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Livestream, 2018-05-04 (32:46).
- ↑ 73.0 73.1 73.2 73.3 Livestream, 2023-08-31 (15:51).
- ↑ Interview, 2023-07-09 (42:11).
- ↑
- ↑ 76.0 76.1 Interview, 2018-05-11 (50:47).
- ↑ Interview, 11 mei 2018 (50:47).
- ↑ Video, 2020-05-31 (38:50).
- ↑ 79.0 79.1 79.2
- ↑ 80.0 80.1 80.2 Steven Sharif - Clarification points from today’s stream.
- ↑ Livestream, 2017-05-19 (33:57).
- ↑ 82.0 82.1 Interview, 2020-07-08 (33:34).
- ↑ 83.0 83.1 83.2 83.3 Interview, 2023-07-09 (1:50:50).
- ↑ 84.0 84.1 84.2 Blog: Development Update with Village Node.
- ↑ Livestream, 2020-05-29 (36:29).
- ↑ Livestream, 2023-06-30 (9:09).
- ↑ 87.0 87.1 Video, 2023-06-30 (5:41).
- ↑ 88.00 88.01 88.02 88.03 88.04 88.05 88.06 88.07 88.08 88.09 88.10 88.11 88.12 88.13 88.14 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 89.0 89.1 89.2 89.3 89.4 Livestream, 2023-06-30 (1:12:07).
- ↑ 90.0 90.1 90.2 90.3 Livestream, 2023-06-30 (14:09).
- ↑ 91.0 91.1 91.2 91.3 Development Update with Freehold Preview.
- ↑ 92.0 92.1 92.2 92.3 Video, 2023-06-30 (21:22).
- ↑ Livestream, 2022-04-29 (1:03:44).
- ↑ 94.0 94.1 94.2 Livestream, 2017-05-19 (32:23).
- ↑ 95.0 95.1 95.2 95.3 Livestream, 2023-06-30 (1:15:34).
- ↑ 96.0 96.1 96.2 Livestream, 2023-06-30 (13:10).
- ↑ 97.0 97.1
- ↑ Podcast, 2023-07-15 (11:21).
- ↑
- ↑
- ↑ 101.0 101.1
- ↑ 102.0 102.1 102.2 Podcast, 2023-07-15 (15:14).
- ↑
- ↑ 104.0 104.1 Interview, 2023-07-09 (19:56).
- ↑ Interview, 2020-07-08 (45:23).
- ↑ 106.0 106.1 Livestream, 2017-10-16 (56:42).
- ↑
- ↑
- ↑ Livestream, 2023-06-30 (30:21).
- ↑ 110.0 110.1 110.2 Livestream, 2023-06-30 (1:45:22).
- ↑ 111.0 111.1 111.2 Livestream, 2022-06-30 (1:09:29).
- ↑ Livestream, 2022-02-25 (1:12:27).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Interview, 2020-03-27 (9:00).
- ↑ Livestream, 2017-05-05 (34:15).
- ↑ 116.0 116.1 Livestream, 2022-06-30 (1:08:02).
- ↑ Livestream, 2023-06-30 (26:23).
- ↑ Livestream, 2023-04-07 (37:56).
- ↑ Interview, 2023-07-09 (49:48).
- ↑ Livestream, 2024-01-31 (1:24:57).
- ↑ 121.0 121.1
- ↑ 122.0 122.1 Livestream, 2020-06-26 (47:32).
- ↑ Livestream, 2020-06-26 (54:03).
- ↑ 124.0 124.1 124.2 124.3 Livestream, 2017-05-12 (55:01).
- ↑ 125.0 125.1 Livestream, 2020-06-26 (53:41).
- ↑ Livestream, 2017-05-12 (52:01).
- ↑ Livestream, 2020-06-26 (1:02:12).
- ↑ Livestream, 2020-06-26 (56:08).
- ↑ Livestream, 2023-06-30 (1:20:20).
- ↑ 130.0 130.1 Livestream, 2019-05-30 (1:23:41).
- ↑ 131.0 131.1
- ↑ 132.0 132.1 Livestream, 2024-07-09 (27:12).
- ↑ Livestream, 19 mei 2017 (53:24).
- ↑ 134.0 134.1 134.2 Interview, 11 mei 2018 (50:05).
- ↑ 135.0 135.1 Interview, 20 oktober 2018 (2:36).
- ↑
- ↑ Video, 2018-04-05 (41:48).
- ↑ Livestream, 26 mei 2017 (44:52).
- ↑ Video, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ Livestream, 2020-12-22 (1:13:51).
- ↑ Video, 2017-04-30 (5:31).
- ↑ Livestream, 2022-01-28 (17:50).
- ↑ Livestream, 2021-11-19 (54:26).
- ↑ 145.0 145.1 145.2 145.3 Livestream, 2020-08-28 (2:04:00).
- ↑ 146.0 146.1 146.2 Livestream, 2017-05-19 (28:04).
- ↑ Livestream, 2017-05-19 (29:34).
- ↑ Livestream, 2023-07-28 (1:26:16).
- ↑ Livestream, 2023-06-30 (1:39:22).
- ↑ 150.0 150.1 Livestream, 2017-07-18 (40:14).
- ↑ 151.0 151.1 Livestream, 2017-11-17 (47:10).
- ↑ Livestream, 2020-06-26 (1:00:57).
- ↑ 153.0 153.1 153.2 153.3 Livestream, 2017-05-24 (52:39).
- ↑
- ↑ Podcast, 11 mei 2018 (52:20).
- ↑ Livestream, 2018-12-12 (14:48).
- ↑ 157.0 157.1 Livestream, 2017-11-17 (9:49).
- ↑
- ↑ 159.0 159.1 Livestream, 2024-06-30 (53:57).
- ↑ 160.0 160.1 160.2 160.3
- ↑ Livestream, 2024-07-25 (1:52:45).
- ↑ 162.0 162.1 162.2 162.3 162.4 162.5 162.6 162.7 Video, 2023-08-31 (28:04).
- ↑ Livestream, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ Interview, 2023-07-09 (54:46).
- ↑ 167.0 167.1
- ↑ 168.0 168.1 Interview, 2023-07-09 (38:14).
- ↑ 169.0 169.1 Interview, 2020-03-27 (0:30).
- ↑ 170.0 170.1 Video, 2018-04-05 (41:48).
- ↑ Livestream, 2023-09-29 (1:11:22).
- ↑ 172.0 172.1 Interview, 2018-05-11 (57:02).
- ↑ Livestream, 2022-04-29 (27:42).
- ↑ City hall.
- ↑ 175.0 175.1 Interview, 2020-07-19 (24:34).
- ↑ 176.0 176.1
- ↑ Livestream, 2023-08-31 (44:21).
- ↑ 178.0 178.1 178.2 178.3 178.4 Podcast, 11 mei 2018 (21:07).
- ↑ Livestream, 2017-05-26 (31:44).
- ↑ Livestream, 2017-05-26 (42:45).
- ↑ Livestream, 2017-05-24 (31:39).
- ↑ Livestream, 2018-08-17 (58:53).
- ↑ 183.0 183.1 183.2 Livestream, 2018-04-8 (PM) (1:01:28).
- ↑ Livestream, 2024-03-29 (2:26:40).
- ↑ Interview, 2020-07-19 (48:05).
- ↑ 186.0 186.1 Interview, 2023-07-09 (1:18:49).
- ↑ Livestream, 2022-10-14 (58:46).
- ↑ Livestream, 2017-05-19 (37:51).
- ↑ Livestream, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Livestream, 2018-04-8 (AM) (18:29).
- ↑
- ↑ 193.0 193.1 193.2 Interview, 2020-07-18 (56:11).
- ↑ 194.0 194.1 194.2 194.3 194.4 194.5 194.6 Podcast, 2021-09-29 (10:49).
- ↑ Livestream, 2018-02-09 (29:26).
- ↑ 196.0 196.1 Livestream, 2022-04-29 (27:00).
- ↑ Livestream, 2020-07-25 (1:22:40).
- ↑ Livestream, 2020-06-26 (1:33:10).
- ↑ Livestream, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Interview, 2020-07-08 (57:46).
- ↑ Livestream, 2020-04-30 (1:14:44).
- ↑
- ↑
- ↑
- ↑ Livestream, 2020-11-08 (15:01).
- ↑ Livestream, 2020-11-08 (00:49).
- ↑ 208.0 208.1 Livestream, 2020-11-08 (07:58).
- ↑ Video, 2022-12-02 (11:11).
- ↑ Livestream, 2023-02-24 (6:51).
- ↑ 211.0 211.1
- ↑ 212.0 212.1 Livestream, 2017-05-17 (11:27).
- ↑ 213.0 213.1 213.2
- ↑ 214.0 214.1 Interview, 2018-10-20 (5:51).
- ↑ Livestream, 2017-05-24 (40:50).
- ↑ 216.0 216.1 Livestream, 2019-06-28 (1:26:14).