Nodes

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In elke server omvattend zijn zorgvuldig geplaatste ontwikkelingspunten die Nodes worden genoemd.[4]

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 bestaan wereldwijd en de locatie van de node bepaalt zijn type; maar dit type zal bij de eerste ontwikkelingsstage gezien worden, wanneer een node real-time assest verspreidt in de wereld; is eigenlijk deze NPC's; deze kooplieden die in een gebied komen en services aanbieden en/of je weet van winkels of wat ze ook mogen zijn. Je zult het nodethema van die kooplieden zien. Dus als het een militaire node is, zul je militaire mensen zien. Als het een... economische node is zul je kooplieden zien. Als het een wetenschappelijke node is zul je geleerden zien; en als het een religieuze node is, zul je priesters en geestelijken zien. Dus spelers zullen goed begrip hebben over welke node welk type is om zo te zien hoe ze vooruitgang willen boeken.[8]Steven Sharif

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]

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 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

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[7]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[5]Margaret Krohn

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]

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]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[14]

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 .[15]Jeffrey Bard

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.[16]

Zones of influence connect fully across the world without any gaps.[17]

There is not a space where you will move in to do something and no node will get that experience.[17]Steven Sharif

Node advancement

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.[18]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).[4] 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.[5]

Node stage.[4] Alternate name.[19] Timeframe to advance.[4] Player housing.[1]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Freeholds, Static housing
4. Town - Many days Freeholds, Static housing, Apartments
5. City - Few weeks Freeholds, Static housing, Apartments
6. Metropolis Metro Many weeks Freeholds, Static housing, Apartments

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.[18]Margaret Krohn

Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[20]

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.[5]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.[21]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[22]
  • 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.[20]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[20]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[23]
  • Citizens of one node can contribute to the advancement of other nodes.[24]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[25]

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.[25]Steven Sharif

Vassal nodes

Nodes greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[5]

  • Vassal nodes must remain one node stage below their parent node.[5]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[18]
    • 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.[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.[18]
  • 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.[18]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 it's racial influence.[26][5]

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.[27]

Node atrophy

Nodes will experience atrophy and will require continued player activity in order to grow. If a node loses too much activity, then it may result in a PvE siege against that node.[28]

All Nodes have an experience deficit that accumulates daily. The deficit is based on the current level of the Node; experience earned is applied to the deficit, then any excess is added to the Node’s experience pool. At the end of the day, any remaining deficit is subtracted from the Node’s experience pool. If the deficit would cause the Node to drop under the required experience for its current level, certain flags will appear to notify the citizens that all is not well in their Node. After a short period, if the atrophy is not addressed, the Node will then delevel.[18]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[29]

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.[29]Steven Sharif

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.[30]

  • Server announcements and achievements are designed to encourage groups to experience new content.[30]

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[31]

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.[5]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. 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.[18]Margaret Krohn

Node layout and style is determined by several factors:[32]

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.[32]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.[35]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[36]

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.[36]Steven Sharif

Node buildings

Node governments decide the location and types of node buildings to be constructed within sectors of a node.[38][39][40]

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[38]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[38]

Different governments may change the buildings within a node.[38]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[38]

Pre-defined parameters limit the number of buildings at in-node locations.[39]

Unieke nodegebouwen

Elk node type heeft een geassocieerd uniek nodegebouw dat geactiveerd kan worden bij de dorpelijke stage van de node. 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.[41]

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.[41]

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.[41]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.[36]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.[42]

Player housing

Player housing comes in the form of Static housing, Apartments and Freeholds.[1]

Spelers huisvesting Type.[1] Beschikbaarheid.[1] Limiet.[45]
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

Mansion stage static housing in a metropolis node.[46]

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]

  • Players are able purchase small one room houses starting at the Village stage (Node stage 3).[1]

Apartments

Apartments are internal only spaces within a node that offer some housing functionality.[1]

Players can purchase instanced apartments within a Town (stage 4 node) or above, if apartment complexes have been developed within that node.[1]

Freeholds

Freeholds are sizable player housing plots that can be situated within the Zone of influence (ZOI) of a Village (stage 3 node) or higher.[1]

The freehold system interacts with multiple other systems in-game.[53]

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself.[11] Players can also buy and sell properties from other players.[1]

This will allow players to transfer real property goods. This includes freeholds, this includes static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[54]Steven Sharif

Rental and leasing concepts are currently under consideration.[54]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[54]Steven Sharif

Node citizenship

De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[55]

  • 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[56]

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.[56]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. [57]
  • Je kan alleen burgerschap verkrijgen in een node op een account per server.[58]
    • Dit is mogelijk veranderd naar een burgerschap per account.[59]

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.[58]Steven Sharif

Het veranderen van burgerschap heeft een cooldown van twee weken.[55]

Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[60]

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.[61]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.[62]

Node sieges

Node sieges (Pre-alpha footage).[63]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[18]Margaret Krohn

Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. 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] Automatic PvE sieges may be initiated against nodes that are not continuously active.[28]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![64]Steven Sharif

Read more...

Node deleveling

A successful siege will destroy the node.[18]

  • There will be spoils from successfully sieging a node.[65]

Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[18]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges... If a siege is successful, then the Node is brought down to Level 0, anyone who was a citizen of that Node is no longer a citizen, and any Freeholds owned by the citizens of the Node are destroyed. 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.[18]Margaret Krohn

Nodes can delevel based on node atrophy.[18]

  • Nodes can delevel to stage 0 (wilderness) after a successful siege.[66]
  • A node cannot delevel more than a single level at a time.[18]

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.[18]Margaret Krohn

Impact on freeholds

Freeholds may be attacked for a period of two hours[18] following a successful siege against its parent node.[67]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

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.[18]

  • If a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[68]

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.[18]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[69][70]

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[71]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

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]

Mayors

Mayors are leaders of a node's government who control the development of that node.[74]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[76]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[76]

Mayors gain new powers and responsibilities as their node advances.[5]

Leadership powers

Government officials have wide-ranging leadership powers.[77]

  • Declare war on another node and rally citizens to the cause.[78]
  • Enter into trade agreements.[78]
  • Directing assets.[11]
  • Defensive ability.[11]
  • Governments may be able to choose a node name from a predetermined list.[80][81]

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.[11]

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.[35]Steven Sharif

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[82][83]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[11]
  • Only a certain number of guilds may participate in these roles.[11]
  • Separate guild roles are reserved for small, medium and large guilds.[11]

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.[11]

Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[75]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[85]

  • 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.[85]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[78]

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.[86]Steven Sharif

Alliances

Ashes of Creation kan specifieke inhoud hebben die rondom Allianties draaien.[87]

  • Progressie Meerdere wegen binnen allianties.[87]
  • Guilds Het delen van gemeenschappelijke diensten met Alliantie leden.[87]
  • Allianties kunnen de relaties met nodes aan- en uitschakelen.[87]

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.[87]Steven Sharif

Caravans

Caravans facilitate the transfer of goods for players wishing to turn a profit.[88]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[88]

  • Caravans can transport goods for more than one player.[92]

Caravan types

There are different types of Caravans in Ashes of Creation.[95][96]

The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[96]Jeffrey Bard

Caravan PvP

Caravans create an open PvP zone that flags players for combat (purple).[97]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface.[98][99]
  • A group will be required to successfully attack a caravan.[90][100]
  • If a caravan is destroyed, it will drop a portion of the goods it is transporting.[90][101]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[102]

Underrealm nodes

Underrealm nodes and nodes directly above them are related but do not exist in the same ZOI.[103]

Coastal/island nodes

There will be nodes along the coast and on islands.[108]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[108]
  • It may be possible to siege a coastal city by sea.[109]

Island chains are part of Ashes of Creation naval content.[110][111]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[112]

  • There won't be nodes underwater or in the water.[108]

Patron guilds

Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[113]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[114]

Relics

Node relic.[116] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[117]

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.[118]

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.[119][120]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[121]

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.[122]

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.[123]Steven Sharif

Artwork

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 1.15 1.16 Node series part II – the Metropolis.
  2. Ashes of Creation - Screenshots.
  3. Livestream, 15 december 2017 (1:11:52).
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  5. 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 5.22 5.23 Blog - Know Your Nodes - The Basics.
  6. Interview, 24 augustus 2018 (3:44).
  7. 7.0 7.1 7.2 7.3 Node series part I
  8. 8.0 8.1 Livestream, 4 mei 2017 (15:15).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Know Your Nodes: Economic Node Type.
  10. economic-metro-linking.png
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 MMOGames interview, januari 2017
  12. pvp corruption duration.png
  13. 13.0 13.1 Blog: Know Your Nodes - Scientific Node Type
  14. Ashes of Creation FAQ.
  15. Interview, 20 April 2018 (7:22).
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  22. Npc vending.jpg
  23. Livestream, 17 November 2017 (55:27).
  24. node xp.png
  25. 25.0 25.1 Livestream, 26 May 2017 (28:16).
  26. Livestream, 15 May 2017 (30:53).
  27. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  28. 28.0 28.1 node atrophy.png
  29. 29.0 29.1 29.2 Interview, 20 October 2018 (2:36:25).
  30. 30.0 30.1 Podcast, 4 August 2018 (1:35:58).
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  35. 35.0 35.1 35.2 Interview, 11 May 2018 (47:27).
  36. 36.0 36.1 36.2 Interview, 11 May 2018 (1:00:19).
  37. Livestream, 1 September 2018 (36:28).
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  39. 39.0 39.1 Livestream, 20 January 2018 (38:17).
  40. Livestream, 8 April 2018 (PM) (51:49).
  41. 41.0 41.1 41.2 Podcast, 23 April 2018 (29:56).
  42. Livestream, 26 July 2019 (1:13:23).
  43. Video, 25 May 2017 (1:07).
  44. Livestream, 4 May 2018 (32:46).
  45. Interview, 11 mei 2018 (50:47).
  46. Livestream, 12 May 2017 (51:12).
  47. Livestream, 16 October 2017 (13:25).
  48. 48.0 48.1 Livestream, 12 May 2017 (52:01).
  49. Video, 25 May 2017 (0:02).
  50. Livestream, 5 May 2017 (31:51).
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  52. Livestream, 16 October 2017 (56:42).
  53. Livestream, 16 October 2017 (56:38).
  54. 54.0 54.1 54.2 54.3 Livestream, 30 May 2019 (1:23:41).
  55. 55.0 55.1 Citizenship.png
  56. 56.0 56.1 Livestream, 9 juli 2018 (27:12).
  57. Livestream, 19 mei 2017 (53:24).
  58. 58.0 58.1 Interview, 11 mei 2018 (50:05).
  59. Interview, 20 oktober 2018 (2:36).
  60. citizenship.jpg
  61. Video, 5 april 2018 (41:48).
  62. Livestream, 26 mei 2017 (44:52).
  63. Video, 4 December 2016 (0:02).
  64. Video, 30 April 2017 (5:31).
  65. siege spoils.png
  66. nodes-delevel-to-zero.png
  67. Livestream, 19 May 2017 (28:04).
  68. Livestream, 19 May 2017 (29:34).
  69. 69.0 69.1 Livestream, 18 July 2017 (40:14).
  70. 70.0 70.1 Livestream, 17 November 2017 (47:10).
  71. Livestream, 24 May 2017 (52:39).
  72. gladiators.jpg
  73. Podcast, 11 mei 2018 (52:20).
  74. Livestream, 17 November 2017 (9:49).
  75. 75.0 75.1 siege equipment.png
  76. 76.0 76.1 Livestream, 30 June 2017 (53:57).
  77. government.jpeg
  78. 78.0 78.1 78.2 78.3 City hall.
  79. assassination.jpg
  80. node naming.png
  81. Livestream, 19 May 2017 (36:05).
  82. Livestream, 19 May 2017 (36:09).
  83. steven guild leader mayor.JPG
  84. Tax spending.png
  85. 85.0 85.1 Interview, 11 May 2018 (57:02).
  86. Video, 5 April 2018 (41:48).
  87. 87.0 87.1 87.2 87.3 87.4 Podcast, 11 mei 2018 (21:07).
  88. 88.0 88.1 About Ashes of Creation.
  89. Video, 16 July 2019 (0:00s).
  90. 90.0 90.1 90.2 Livestream, 15 May 2017 (45:20).
  91. Interview, 20 January 2017 (4:19).
  92. Interview, 11 May 2018 (28:21).
  93. flagging.jpg
  94. Ashes of Creation Store: Ramstone Hauler.
  95. 95.0 95.1 95.2 Livestream, 28 July 2017 (19:43).
  96. 96.0 96.1 96.2 Video, 15 July 2019 (2:12).
  97. caravan zone.png
  98. caravan UI.png
  99. Livestream, 22 May 2017 (40:40).
  100. Livestream, 22 May 2017 (40:41).
  101. Livestream, 15 December 2017 (1:04:25).
  102. Certificates.jpg
  103. Livestream, 5 May 2017 (37:52).
  104. Livestream, 26 May 2017 (31:44).
  105. Livestream, 26 May 2017 (42:45).
  106. Livestream, 24 May 2017 (31:39).
  107. Livestream, 17 August 2018 (58:53).
  108. 108.0 108.1 108.2 Livestream, 8 April 2018 (PM) (1:01:28).
  109. Livestream, 19 May 2017 (37:51).
  110. Livestream, 17 May 2017 (30:53).
  111. Kickstarter - We Just Broke $1,500,000!
  112. Livestream, 8 April 2018 (AM) (18:29).
  113. Podcast, 23 April 2018 (24:47).
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  115. reliquary-concept.png
  116. Livestream, 5 May 2017 (28:09).
  117. Livestream, 12 May 2017 (49:50).
  118. Livestream, 9 February 2018 (29:26).
  119. 119.0 119.1 Livestream, 17 May 2017 (11:27).
  120. 120.0 120.1 Stock Exchange.jpg
  121. 121.0 121.1 Interview, 20 October 2018 (5:51).
  122. Livestream, 24 May 2017 (40:50).
  123. 123.0 123.1 Livestream, 28 June 2019 (1:26:14).