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Nodes
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).[2]
Node voordelen
Elk node type heeft een soort van superkracht, een ultieme vaardigheid, die ontgrendeld wordt wanneer de node level 6 (metropool) bereikt.[3]
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.[5][6]
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.[7]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[8]
- The more advanced the node is, the larger its ZOI becomes.[9]
- 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.[10]
- 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.[11][12]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[13]
- 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.[14]
- 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.[15]
- 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.[14] – 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.[15] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[10]
- Node experience gain opportunities will be equitable across the four node types.[17]
- 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.[18] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[19][5]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[19][20]
- 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.[19]
- NPCs will begin construction activities.[19]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[19]
- 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.[5] – 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.[21][22][23]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[24]
- 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.[25] – Steven Sharif
Node development
Node layout and style is determined by several factors:[26][27]
- 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.[28] – Steven Sharif
- Environment (biome) and location of the node.[28][26][27]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[29]
- 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.[29] – 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.[27] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[30][31][26][5][27][32][33]
- 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.[35] – Steven Sharif
- The rest is determined by the node's mayor.[27]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[36]
- 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.[36] – Steven Sharif
Node sieges
Node sieges enable players to destroy nodes starting at Dorp (fase 3).[5] 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.[6]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[6]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[38]
- Death penalties do not apply to objective-based events such as node sieges.[39]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![40] – 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.[41]
Node regering
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[44][43][45][46]
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.[44] – Steven Sharif
- Burgemeesters.[47]
- Priests, bishops, or acolytes of temples.[44][48][45]
- Social organization positions.[44]
- Patron guild leaders.[45]
- Chief bounty hunter.[45]
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.[49][50]
- Amenities tax override.[49]
- Artisanship tax override.[49]
- Commerce tax override.[49]
- This may include taxes that apply to tavern games.[51][52]
- Property tax override.[49]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[53][54][55]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[56][57][58][59][60]
- 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.[58][59]
- Node tax rates will be visible on the world map by hovering over a node location.[61]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[62][55]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[62][63]
- 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.[63]
Node housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[9]
- Players are able to purchase small one room houses (cottages) starting at the Dorp (fase 3).[9][65]
- There will be 8 cottages available for purchase at the village stage.[65]
- The amount of static housing increases as a normal part of node advancement.[66]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[67]
- Taverns and Player shops are not tied to in-node housing.[68]
Static housing development
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[69][9]
- The Dorp stage offers small housing types.[69]
- The Town stage introduces medium housing types.[69]
- The City stage introduces large sized homes.[69]
- The Metropolis stage introduces mansion size houses.[69]
If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[70] – Steven Sharif
New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[9]
- Only the houses that existed at the Dorp stage will become main street mansions at the Metropolis stage.[9]
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[71]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Buying and selling (Real estate)
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[72][73][74][46][9]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[75] Currently freeholds may be acquired via auction.[76][77][78][79][80][81]
- Housing will have a base price that scales with the number of citizens in the node.[82]
- There is no cap on the price of player-originated housing sales.[68]
- In-node housing will be at a premium, and is expected to be hotly contested.[9]
- The more apartments that have been purchased in a node, the higher the price scales.[83]
- Player housing that is destroyed during a node siege can no longer be sold.[84]
- Freehold plots may be purchased from and sold to other players,[72][85] or can be obtained via deeds issued by a Dorp (fase 3) or higher node.[76][77][78][79][80][81][86][87]
- 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.[85] – 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".[82]
- Players will not be able to exceed their allotment of housing in the game.[91]
- Rental and leasing concepts are under consideration.[91]
Node apartments
Apartments provide instanced player housing functionality on a rental basis.[92][9]
- 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.[56][57][92][65][9]
- The number and sizes of available apartments increases as a normal part of node advancement.[92][66]
- 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.[92]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[9]
- Different price points offer different apartment sizes and types, such as penthouses.[57][9]
- It was previously stated that apartments would be available at Town (fase 4) or above.[9]
- 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.[66] – Steven Sharif
Apartment options
Apartment destructibility
Apartments may be destroyed in the following circumstances:[71]
- If their building was destroyed during a node siege, even if the siege was not successful.[93][71]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[94]
- If a mayor built extra apartment buildings at Town (fase 4) or higher and the Node deleveled below that stage.[71]
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.[76][77][78][80][81][98][87][9]
- Freehold estates may be purchased from other players,[85] or can be obtained via deeds from completing a quest and winning an auction.[76][77][78][79][80][81][86][87]
- 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.[99][100][76][101]
- The seller decides if their freehold should be auctioned or sold directly to other players.[88]
- 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.[76]
- Freeholds are approximately 1.5 acres in size, or roughly 100m x 60m.[77]
- The footprint of a freehold does not change with node progression.[106]
- Previously it was stated that freeholds were half an acre in size.[107]
- The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[76][108][109][110]
- 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.[76]
- Freeholds are subject to node taxes.[54]
- Freehold tax is calculated based on the number of permits issued for buildings on a freehold.[54]
- Freehold buildings that require permits will have additional upkeep costs.[76]
- 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.[107]
Freehold placement
Freehold plots require a bound deed (permit/certificate) from the parent Dorp (fase 3) or higher node in order to place the plot.[76][79][80][81][86][87]
- Freehold deeds are obtained through completion of a Lord's quest to ascertain worthiness for lordship over an estate.[121][78][79][80][81][86][87]
- That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[99] – Steven Sharif
- Deeds may only be used to place a freehold if the deed holder successfully wins a freehold auction for an estate.[76][123]
- You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[78] – Steven Sharif
- A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[76][123]
- It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[123] – Kory Rice
- Freehold plots must not be placed in close proximity to any of the following:[76][127][77][123][78][80][81][98][87]
- Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[134]
- Adjacent freeholds do not share any bonuses with their neighbors, but guild halls owned by partron guilds may confer benefits to surrounding freeholds.[135][131]
Freehold buildings
Freehold buildings that can be placed on a freehold plot serve three main purposes.[76][80][137][9][138]
Freehold buildings require blueprints and materials to construct.[76][86]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[126]
- Some freehold buildings have multiple tiers, with different footprint sizes.[80][106]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[106]
- Basements in freehold buildings are to be decided.[140]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[76][141][53][54][55]
- Buildings that require permits will have additional upkeep costs.[76]
Freehold building architecture is based on the blueprint for the building.[80][142]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[76][80][143][144][142][145]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[142][145][144]
- Players are not locked to the racial appearance of a freehold building blueprint.[146]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[142] – Jeffrey Bard
Freehold benefits
Freeholds offer the following benefits in addition to other player housing benefits.[80]
- The larger the homestead, the more floors it will have and the more furniture can be placed on the freehold.[76][80]
- Certain furniture may only be able to be placed outside.[80]
- Freehold businesses allow the freehold owner (and authorized individuals) to sell items, consumables and services to players.[147][80][148]
- Freeholds are the only place that master and grandmaster processing is available.[149][80]
- Players can craft up to journeyman level on freeholds.[149][80]
- Lower tier gathering can be done on freehold plots.[150]
Freehold security
Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[76][151][117][152][80]
- Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[153] – Steven Sharif
- Freehold permissions are intended to work with the family and guild systems.[76][151][117]
- It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[151]
- Freehold permissions may only apply to battalions/micro-structures within a guild.[154]
- Interaction with the guild system will be tested in Alpha-2.[155]
- This includes permission to enter the homestead, interact with furniture, access storage, interact with crafting or processing stations, and harvest resources.[76]
- Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[76]
- Permission to decorate a freehold is restricted to the owner of the freehold.[156] Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[157]
- Family members may be granted permission to apply their cosmetic skins to freehold buildings.[85]
Players cannot steal from a freehold under normal circumstances.[76][158][159][160]
- Items stored in a freehold become lootable after a successful siege against their parent node.[161][76][160] It has not been decided which players get to loot the debris field during this period.[161]
- Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[76]
Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[76][162] This does not apply for a period of two hours following a successful siege against its parent node.[163][164][5][165]
- Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[76]
- NPC guards may be available for hire to defend freeholds after a successful node siege.[165] NPC guards that permanently exist on a freehold are not a planned feature.[166]
- Duels may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[167]
Freehold destructibility
Node citizenship
De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[168]
- 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[169]
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.[169] – Jeffrey Bard
Burgerschap kan verkregen worden bij dorpelijke (level 3) nodes of hoger.[46]
- Een speler kan alleen burger worden bij een enkele node tegelijk. [170]
- Je kan alleen burgerschap verkrijgen in een node op een account per server.[171]
- Dit is mogelijk veranderd naar een burgerschap per account.[172]
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.[171] – Steven Sharif
Het veranderen van burgerschap heeft een cooldown van twee weken.[168]
Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[173]
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.[174] – 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.[175]
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[176][177][178]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[178]
- This is a planned feature for the launch of Ashes of Creation.[176]
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.[179]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[178]
- There is no regulatory commission to restrict the purchase and sale of stocks.[179]
Underrealm nodes
Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[180][181][182]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[181]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[181]
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.[181] – Steven Sharif
- Caravan routes will go underground.[183]
- Node sieges occur in the usual manner.[184]
- There will be underrealm Metropolises.[185]
Zie ook
Referenties
- ↑ Node series part I]
- ↑ A reactive world - Nodes
- ↑ Know Your Nodes: Economic Node Type.
- ↑ Video, 2024-02-29 (33:57).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 6.0 6.1 6.2 A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 Node series part II – the Metropolis.
- ↑ 10.0 10.1 Livestream, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ Livestream, 2024-02-29 (53:58).
- ↑ 14.0 14.1 Interview, 2020-07-18 (10:04).
- ↑ 15.0 15.1 Interview, 2020-07-08 (1:00:15).
- ↑
- ↑ Livestream, 2021-09-24 (1:21:23).
- ↑ 18.0 18.1 Livestream, 2017-05-26 (28:16).
- ↑ 19.0 19.1 19.2 19.3 19.4 Livestream, 2022-10-14 (55:13).
- ↑ Livestream, 2017-11-17 (55:27).
- ↑ Interview, 2020-07-19 (19:35).
- ↑ Livestream, 2017-05-15 (30:53).
- ↑ 23.0 23.1 Blog - Know Your Nodes - The Basics.
- ↑ Livestream, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 26.0 26.1 26.2 Livestream, 2020-10-30 (39:17).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 Livestream, 2018-09-27 (53:06).
- ↑ 28.0 28.1 Livestream, 2022-02-25 (41:00).
- ↑ 29.0 29.1 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).
- ↑ 35.0 35.1 Interview, 2018-05-11 (47:27).
- ↑ 36.0 36.1 Livestream, 2022-07-29 (1:13:09).
- ↑ 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, 2020-03-28 (1:02:46).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 44.2 44.3 Livestream, 2023-09-29 (1:07:01).
- ↑ 45.0 45.1 45.2 45.3 Livestream, 2019-07-26 (1:20:48).
- ↑ 46.0 46.1 46.2 MMOGames interview, January 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. - ↑ Livestream, 2017-11-17 (9:49).
- ↑ Livestream, 2020-07-25 (1:52:45).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 Video, 2023-08-31 (28:04).
- ↑ Livestream, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 53.0 53.1 Interview, 2023-07-09 (54:46).
- ↑ 54.0 54.1 54.2 54.3 Livestream, 2023-06-30 (1:45:22).
- ↑ 55.0 55.1 55.2
- ↑ 56.0 56.1 Blog: Development Update with Village Node.
- ↑ 57.0 57.1 57.2 Livestream, 2023-08-31 (15:51).
- ↑ 58.0 58.1 Interview, 2023-07-09 (38:14).
- ↑ 59.0 59.1 Interview, 2020-03-27 (0:30).
- ↑ Video, 2018-04-05 (41:48).
- ↑ Livestream, 2023-09-29 (1:11:22).
- ↑ 62.0 62.1 Livestream, 2022-08-26 (1:10:16).
- ↑ 63.0 63.1 Interview, 2018-05-11 (57:02).
- ↑ Video, 2020-05-31 (38:50).
- ↑ 65.0 65.1 65.2 65.3
- ↑ 66.0 66.1 66.2 Steven Sharif - Clarification points from today’s stream.
- ↑ Livestream, 2017-05-19 (33:57).
- ↑ 68.0 68.1 Interview, 2020-07-08 (33:34).
- ↑ 69.0 69.1 69.2 69.3 69.4 69.5 69.6 Video, 2020-05-31 (47:32).
- ↑
- ↑ 71.0 71.1 71.2 71.3 Livestream, 2017-07-18 (40:14).
- ↑ 72.0 72.1
- ↑ 73.0 73.1 Livestream, 2020-06-26 (47:32).
- ↑ Livestream, 2020-06-26 (54:03).
- ↑ 75.0 75.1 75.2 75.3 Livestream, 2017-05-12 (55:01).
- ↑ 76.00 76.01 76.02 76.03 76.04 76.05 76.06 76.07 76.08 76.09 76.10 76.11 76.12 76.13 76.14 76.15 76.16 76.17 76.18 76.19 76.20 76.21 76.22 76.23 76.24 76.25 76.26 76.27 76.28 76.29 76.30 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 77.0 77.1 77.2 77.3 77.4 77.5 Livestream, 2023-06-30 (1:12:07).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6 78.7 78.8 78.9 Livestream, 2023-06-30 (14:09).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 Livestream, 2023-06-30 (13:10).
- ↑ 80.00 80.01 80.02 80.03 80.04 80.05 80.06 80.07 80.08 80.09 80.10 80.11 80.12 80.13 80.14 80.15 80.16 80.17 80.18 80.19 80.20 80.21 Development Update with Freehold Preview.
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 81.7 Video, 2023-06-30 (21:22).
- ↑ 82.0 82.1 Livestream, 2020-06-26 (53:41).
- ↑ Livestream, 2017-05-12 (52:01).
- ↑ Livestream, 2020-06-26 (1:02:12).
- ↑ 85.0 85.1 85.2 85.3 85.4 Livestream, 2023-06-30 (1:15:34).
- ↑ 86.0 86.1 86.2 86.3 86.4
- ↑ 87.0 87.1 87.2 87.3 87.4 87.5 87.6 87.7 87.8 87.9 Livestream, 2017-05-19 (32:23).
- ↑ 88.0 88.1
- ↑ Livestream, 2020-06-26 (56:08).
- ↑ Livestream, 2023-06-30 (1:20:20).
- ↑ 91.0 91.1 Livestream, 2019-05-30 (1:23:41).
- ↑ 92.0 92.1 92.2 92.3 Interview, 2023-07-09 (1:50:50).
- ↑ Livestream, 2019-11-22 (17:59).
- ↑ Livestream, 2021-03-26 (59:21).
- ↑ Livestream, 2020-05-29 (36:29).
- ↑ Livestream, 2023-06-30 (9:09).
- ↑ 97.0 97.1 Video, 2023-06-30 (5:41).
- ↑ 98.0 98.1 Livestream, 2022-04-29 (1:03:44).
- ↑ 99.0 99.1 99.2 Podcast, 2023-07-15 (11:21).
- ↑ 100.0 100.1
- ↑
- ↑ 102.0 102.1 102.2 Podcast, 2023-07-15 (15:14).
- ↑
- ↑ 104.0 104.1 Interview, 2023-07-09 (19:56).
- ↑ Interview, 2018-05-11 (50:47).
- ↑ 106.0 106.1 106.2 Interview, 2020-07-08 (45:23).
- ↑ 107.0 107.1 Livestream, 2017-10-16 (56:42).
- ↑
- ↑ 109.0 109.1
- ↑ Livestream, 2023-06-30 (30:21).
- ↑ 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).
- ↑ 117.0 117.1 117.2 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, 2023-07-28 (1:33:58).
- ↑ 123.0 123.1 123.2 123.3 123.4 Livestream, 2023-06-30 (16:14).
- ↑
- ↑ Livestream, 2023-06-30 (1:36:52).
- ↑ 126.0 126.1 Livestream, 2023-06-30 (18:45).
- ↑ 127.0 127.1 127.2 127.3 Interview, 2023-07-09 (29:53).
- ↑ Livestream, 2020-06-26 (1:52:33).
- ↑ Livestream, 2018-05-09 (40:24).
- ↑
- ↑ 131.0 131.1 Interview, 2023-07-09 (32:53).
- ↑
- ↑
- ↑ Livestream, 2017-05-26 (34:21).
- ↑
- ↑ Livestream, 2023-06-30 (12:11).
- ↑ 137.0 137.1 137.2 Livestream, 2023-04-07 (31:49).
- ↑ Livestream, 2017-05-24 (9:58).
- ↑ Video, 2023-06-30 (15:34).
- ↑ Livestream, 2019-06-28 (1:09:22).
- ↑
- ↑ 142.0 142.1 142.2 142.3 Livestream, 2020-08-28 (2:14:06).
- ↑ Livestream, 2023-06-30 (22:05).
- ↑ 144.0 144.1 Livestream, 2020-11-30 (57:50).
- ↑ 145.0 145.1
- ↑ Livestream, 2017-05-26 (44:11).
- ↑
- ↑
- ↑ 149.0 149.1 Livestream, 2023-06-30 (33:26).
- ↑
- ↑ 151.0 151.1 151.2 Interview, 2023-07-09 (53:08).
- ↑ Interview, 2018-05-11 (28:21).
- ↑ Livestream, 2023-06-30 (1:24:16).
- ↑
- ↑
- ↑ Livestream, 2021-04-30 (1:12:33).
- ↑ Livestream, 2020-06-26 (51:58).
- ↑
- ↑ Livestream, 2023-06-30 (1:19:01).
- ↑ 160.0 160.1 Livestream, 2017-05-17 (1:03:23).
- ↑ 161.0 161.1 Livestream, 2023-07-28 (1:26:16).
- ↑ Livestream, 2023-06-30 (1:49:00).
- ↑ Livestream, 2021-11-19 (54:26).
- ↑ Livestream, 2020-08-28 (2:04:00).
- ↑ 165.0 165.1 Livestream, 2017-05-19 (28:04).
- ↑ Livestream, 2018-01-18 (31:05).
- ↑ Livestream, 2021-12-23 (1:29:27).
- ↑ 168.0 168.1
- ↑ 169.0 169.1 Livestream, 2024-07-09 (27:12).
- ↑ Livestream, 19 mei 2017 (53:24).
- ↑ 171.0 171.1 Interview, 11 mei 2018 (50:05).
- ↑ Interview, 20 oktober 2018 (2:36).
- ↑
- ↑ Video, 2018-04-05 (41:48).
- ↑ Livestream, 26 mei 2017 (44:52).
- ↑ 176.0 176.1
- ↑ 177.0 177.1 Livestream, 2017-05-17 (11:27).
- ↑ 178.0 178.1 178.2
- ↑ 179.0 179.1 Interview, 2018-10-20 (5:51).
- ↑ Livestream, 2019-03-29 (58:14).
- ↑ 181.0 181.1 181.2 181.3 Livestream, 2019-03-29 (29:17).
- ↑ Livestream, 2017-05-05 (37:52).
- ↑ Livestream, 2017-05-26 (31:44).
- ↑ Livestream, 2017-05-26 (42:45).
- ↑ Livestream, 2017-05-24 (31:39).