Node progression

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Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[1]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[2] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[3]

Node stage.[2] Alternate name.[4] Timeframe to advance.[2] Player housing.[5]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[1]Margaret Krohn

Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[6] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[3]Margaret Krohn

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.[6]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[10]
  • 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.[11]
    • 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.[12]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[11]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 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[12]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[6]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[13]
  • Citizens of one node can contribute to the advancement of other nodes.[14]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[15]

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.[15]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[3][10]

  • Vassal nodes must remain at least one node stage below their parent node.[3]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[10]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[1]
    • If the parent node advances, the vassal is once again able to advance.[3]
  • 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.[3]
    • 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.[1]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[3]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[3]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[3]

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.[1]Margaret Krohn

Node atrophy

Nodes can delevel based on node atrophy.[1]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[12]

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.[12]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[1]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[16]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[1]
  • A node cannot delevel more than a single level at a time.[1]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[1]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[12]

Deleveled nodes return to their previous stage.[1]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[1]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[17]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[17]Steven Sharif

Relics

Reliquary concept art.[19]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[20]Steven Sharif

Node relic.[21] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[22]

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.[23]

  • Relics include the four ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[24][25] 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.[26] 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.[26]
    • The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[24]
    • The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[24]
    • The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[24]
    • The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[24]
  • Relics are placed in a node's reliquary.[20]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[20]

Node layout and style

Alpha-1 Village node layout.[27]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[28]Jeffrey Bard

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[29]

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py’rai would have a Py’rai village with Py’rai architecture. Most NPCs would be Py’rai elves, and offer questlines within the Py’rai narrative.[3]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py’Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py’Rai Node.[1]Margaret Krohn

Node layout and style is determined by several factors:[28][30]

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.[30]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[33]Steven Sharif

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zone of influence.[1]

  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[34]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[34]Steven Sharif

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.[35]

Racial quests

Quests may be based on a character's race.[36]

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.[36]

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.[36]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.[34]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.[37]

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.[38]

  • Server announcements and achievements are designed to encourage groups to experience new content.[38]

Node regering

Node regeringen worden gekozen van de bevolking van een node, wanneer de node level 3 bereikt (Dorp).[39] De methode voor het kiezen van de regering en haar burgemeesters ligt aan het type node.[9][3]

Leadership powers

Government officials have wide-ranging leadership powers.[42]

  • Declare war on another node and rally citizens to the cause.[43]
  • Enter into trade agreements.[43]
  • Directing assets.[39]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[16]
  • Governments may be able to choose a node name from a predetermined list.[46][47]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[39]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[33]Steven Sharif

Guilds do not control nodes.[48][49] Guild leaders (kings and queens) can become mayors of nodes.[50]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[39]
  • Only a certain number of guilds may participate in these roles.[39]
  • Separate guild roles are reserved for small, medium and large guilds.[39]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[39]

Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[52]

  • Tax money only goes toward funding node development.[53]
  • Taxation rates scale based on when a player joined a node as a citizen. 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.[54]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[55]

  • 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.[55]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[43]

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 kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[57]Steven Sharif

Alliances

Ashes of Creation kan specifieke inhoud hebben die rondom Allianties draaien.[58]

  • Progressie Meerdere wegen binnen allianties.[58]
  • Guilds Het delen van gemeenschappelijke diensten met Alliantie leden.[58]
  • Allianties kunnen de relaties met nodes aan- en uitschakelen.[58]

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.[58]Steven Sharif

Sharemarkets

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[59][60]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[61]

See also

Referenties

  1. 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 Blog - Know Your Nodes - Advance and Destroy.
  2. 2.0 2.1 2.2 A reactive world - Nodes.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Blog - Know Your Nodes - The Basics.
  4. Livestream, 2018-12-12 (14:48).
  5. Interview, 2020-07-20 (3:45).
  6. 6.0 6.1 6.2 Livestream, 2017-10-16 (50:20).
  7. Video, 2017-04-20 (0:02).
  8. Npc vending.jpg
  9. 9.0 9.1 9.2 9.3 9.4 Node series part II – the Metropolis.
  10. 10.0 10.1 10.2 jahlon-steven-vassal-nodes-quote.png
  11. 11.0 11.1 Interview, 2020-07-18 (10:04).
  12. 12.0 12.1 12.2 12.3 12.4 Interview, 2020-07-08 (1:00:15).
  13. Livestream, 2017-11-17 (55:27).
  14. node xp.png
  15. 15.0 15.1 Livestream, 2017-05-26 (28:16).
  16. 16.0 16.1 16.2 16.3 Interview, 2020-07-08 (1:04:05).
  17. 17.0 17.1 17.2 Interview, 2018-10-20 (2:36:25).
  18. Livestream, 2020-07-25 (1:50:20).
  19. reliquary-concept.png
  20. 20.0 20.1 20.2 Interview, 2020-07-18 (56:11).
  21. Livestream, 2017-05-05 (28:09).
  22. Livestream, 2017-05-12 (49:50).
  23. Livestream, 2018-02-09 (29:26).
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, 2020-11-08 (15:-1).
  25. Livestream, 2020-11-08 (00:49).
  26. 26.0 26.1 Livestream, 2020-11-08 (07:58).
  27. Livestream, 2020-06-26 (45:32).
  28. 28.0 28.1 28.2 28.3 Livestream, 2020-11-30 (39:17).
  29. Livestream, 2018-02-09 (33:50).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Livestream, 2018-09-27 (53:06).
  31. 31.0 31.1 Interview, 2018-05-11 (54:34).
  32. Livestream, 2017-05-26 (21:23).
  33. 33.0 33.1 33.2 Interview, 2018-05-11 (47:27).
  34. 34.0 34.1 34.2 Interview, 2018-05-11 (1:00:19).
  35. Ken je nodes: Economische nodetype.
  36. 36.0 36.1 36.2 Podcast, 2018-04-23 (29:56).
  37. Livestream, 2019-07-26 (1:13:23).
  38. 38.0 38.1 Podcast, 2018-08-04 (1:35:58).
  39. 39.0 39.1 39.2 39.3 39.4 39.5 39.6 39.7 39.8 39.9 MMOGames interview, januari 2017 Citefout: Ongeldig label <ref>; de naam "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 "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 "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 "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 "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 "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 "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 "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 "http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd.
  40. gladiators.jpg
  41. Podcast, 11 mei 2018 (52:20).
  42. government.jpeg
  43. 43.0 43.1 43.2 43.3 City hall.
  44. assassination.jpg
  45. Livestream, 2020-06-26 (59:11).
  46. node naming.png
  47. Livestream, 2017-05-19 (36:05).
  48. Livestream, 2017-05-19 (36:09).
  49. steven guild leader mayor.JPG
  50. steven-kings-and-mayors.png
  51. Livestream, 2020-03-28 (1:03:38).
  52. siege equipment.png
  53. Tax spending.png
  54. Interview, 2020-03-27 (0:30).
  55. 55.0 55.1 Interview, 2018-05-11 (57:02).
  56. 56.0 56.1 Interview, 2020-07-19 (24:34).
  57. Video, 2018-04-05 (41:48).
  58. 58.0 58.1 58.2 58.3 58.4 Podcast, 11 mei 2018 (21:07).
  59. 59.0 59.1 Livestream, 2017-05-17 (11:27).
  60. 60.0 60.1 Stock Exchange.jpg
  61. 61.0 61.1 Interview, 2018-10-20 (5:51).