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]

Node types

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]

Node citizenship

De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[14]

  • 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[15]

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.[15]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. [16]
  • Je kan alleen burgerschap verkrijgen in een node op een account per server.[17]
    • Dit is mogelijk veranderd naar een burgerschap per account.[18]

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.[17]Steven Sharif

Het veranderen van burgerschap heeft een cooldown van twee weken.[14]

Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[19]

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.[20]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.[21]

Citizenship benefits

Burgerschap grants a number of benefits.[11]

For example there may be merchant tables that only citizens have access to. Those merchant tables might relate to specific types of enhancement stones or specific type of stat migration abilities. You might have access to mundane crafting benches but the upper-tier crafting benches are for citizens. Citizens only have access to the reliquary and the achievements that the node has from its citizens nearby areas and content like raid bosses that they might kill. They may have a weekly allotment of what specific type of core material they can access from the reliquary and only citizens can do that... You might have access to certain types of buffs that occur during like events; and only citizens can have access to those types of buffs. There are obviously going to be title structures within organizations, within religions and stuff that relate to these events and procedures that only citizens can be part of. That title structure for that specific node.[22]Steven Sharif

Citizenship entitles you to a lot of benefits for that node including; Titles, reputation, honor, loyalty, merit, and probably most importantly is the nodes government. As a citizen you are granted the privilege of participating in a node’s government. From voting to running for office.[11]

Non-citizens will have access to generic node services, mundane crafting benches, and standard rewards from node quests.[22]

There are limited functions and services that non-citizens can gain access to as a result. Obviously you want to attract traffic. You want to attract commerce. You want to track taxation. That's possible because those are the means by which the node continues to grow; and in order for that to be attractive you must offer it to non-citizens alike... We don't want to necessarily be super lockout on content per-se, so most quest-lines are still going to be accessible from non-citizens and citizens alike, however the reward tables for those quests might be higher for citizens. You may have additional rewards that be granted based on quest completion and progression.[22]Steven Sharif

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]

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 .[23]Jeffrey Bard

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]

There is not a space where you will move in to do something and no node will get that experience.[25]Steven Sharif

Node simulation

Simulation of node interactions.[30]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to kind of see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[30]Steven Sharif

The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[30]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[30]Steven Sharif

  • It also simulates events, such as NPCs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[30]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[30]Steven Sharif

  • Node sieges are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[30]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[30]Steven Sharif

  • It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZOI across a waterway, or having territories expand out to islands or across continents.[30]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[30]Steven Sharif

Node stages

Illustration of node advancement from Wilderness (fase 0) to Metropolis (fase 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.[31]Margaret Krohn

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] Symbol Alternate name.[32] Timeframe to advance.[4] Player housing.[33]
0. Wilderness -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Encampment Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

Node advancement

Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[34] 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.[5]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) to a higher node stage.[31][4]

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.[31]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.[35]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[36]
  • 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.[34]
  • 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.[39]
    • 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.[40]

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.[39]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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[40]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[34]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[41]
  • Citizens of one node can contribute to the advancement of other nodes.[42]

Node experience gain opportunities will be equitable across the four node types.[43]

  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[44]

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.[44]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[5][38]

  • Vassal nodes must remain at least one node stage below their parent node.[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.[31]
  • 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.[31]Margaret Krohn

Adjacent/Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedition (fase 1) will block (lockout) the growth of their immediate neighbors.[37][38]

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.[45][46][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.[47]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[48]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[49]Steven Sharif

Node atrophy

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Nodes can delevel based on node atrophy.[31]

  • 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.[40]

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.[40]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.[31]
  • Burgemeesters 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.[50]
  • 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.[31]
  • A node cannot delevel more than a single level at a time.[31]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[31]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[40]

Deleveled nodes return to their previous stage.[31]

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.[31]Margaret Krohn

Node regeringen

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]

Burgemeesters

Burgemeesters zijn de leiders van een node's regering. Hij controleert de voortgang van de node.[54]

Alleen burgers van de node kunnen verkozen worden tot burgemeester.[57]

Je kan burger zijn van maar één node per keer.[57]Steven Sharif

Burgemeesters krijgen nieuwe bevoegdheden en verantwoordelijkheden wanneer hun node vooruitgaat.[5]

Nodeverkiezingen

Wanneer een node de dorpelijke stage heeft bereikt, komt er een een-week-durende afkoelperiode voordat de nodeverkiezingen beginnen.[60]

  • Deze afkoelperiode staat spelers toe om burger te worden bij het dorp; wat ertoe kan leiden dat diegene zijn burgerschap van een andere node moet inleveren.[60]
  • Volgende de eerste week zal er een een-week-durend verkiezingsproces zijn. Na de eerste verkiezingen zullen er vervolgens maandelijks nieuwe verkiezingen zijn.[60]
  • Nodebelegeringen kunnen niet gestart worden binnen 21 dagen nadat een node hoger stage bereikt heeft.[61]
    • Dit was eerder vermeld alszijnde alleen van toepassing te zijn op Dorpen (stage 3), niet op hogere stages.[62]

De dorpelijke stage is een unieke stage omdat dat de stage is waarbij het regeringssysteem online komt. Alle andere stages na de dorpelijke stage hebben al een cadans voor het verkiezingssysteem en zullen dat ook volgen. Nadat de eerste dorpelijke stage voltooid is, zal er een een-week-durende periode zijn waar spelers de kans krijgen om burger te worden van het dorp. Na die week zal er een een-week-durende verziekingsperiode zijn. Vanuit daar zullen er maandelijkse verkiezingen zijn.[63]Steven Sharif

Nodeverkiezingen zijn er maandelijks.[63][64]

Noderegeringen en burgemeesters worden verschillend gekozen, gebaseerd op het type van de node.[1][5]

Leadership powers

Depiction of a mayor.[66]

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]

Government officials have wide-ranging leadership powers.[67] Node policies grant certain types of actions that a node government can take.[68]

  • Declaring war on another node and rallying citizens to the cause.[68][69]
  • Burgemeesters 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.[50]
  • Governments may be able to choose a node name from a predetermined list.[78][79]
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.[80]Steven Sharif

Guilds do not control nodes.[81][82] Guild leaders (kings and queens) can become mayors of nodes.[57]

  • 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

Burgemeesters are able to set tax rates for their node.[71]

Burgemeesters/Node regeringen allocate resources, taxes, and quests to help develop node defenses.[55]

  • Tax money only goes toward funding node development.[77]
  • 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.[83]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[84]

  • 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.[84]

Node wars

Node regeringen may declare war on another node and rally citizens to the cause.[69]

  • This mutually flags the citizens of the warring nodes, including their allies, as combatants.[85]
  • Vassal nodes cannot declare a node war on their parent node or any of their vassals.[5]
  • Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[86]
    • Players can kill each other at any time during the war (not only during server prime-time).[86]
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.[87]Steven Sharif

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.[88]

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.[89]Steven Sharif

Alliances

Ashes of Creation kan specifieke inhoud hebben die rondom Allianties draaien.[90]

  • Progressie Meerdere wegen binnen allianties.[90]
  • Guilds Het delen van gemeenschappelijke diensten met Alliantie leden.[90]
  • Allianties kunnen de relaties met nodes aan- en uitschakelen.[90]

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.[90]Steven Sharif

Node quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[91]

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.[91]Steven Sharif

Racial quests

Quests may be based on a character's race.[94]

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.[94]

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.[94]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.[95]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.[96]

Mayoral quests

Burgemeesters are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their 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.[50]

Node reputation

Good actions, such as participating in civilization building, may result in that character gaining positive Node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[97]

The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed kind of a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[97]Steven Sharif

Node buildings

Node layout and style

Racial architecture of the same Dorp (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Niet-NDA schermafbeelding.

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.[31]Margaret Krohn

Node layout and style is determined by several factors:[101][102]

  • Environment (biome) and location of the node.[103][101][102]
    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.[103]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[104]

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.[104]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.[102]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.[80]Steven Sharif

  • The rest is determined by the node's mayor.[102]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[110]
Q: How long would you say it will take players on average to fill slash 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 kind of 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.[110]Steven Sharif

Racial influences

Alpha-1 Dorp node layout.[111]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[105]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[105][112][31]

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.[95]Steven Sharif

Constructible node buildings

Node regeringen decide the location and types of constructible node buildings to be constructed within sectors of a node.[115][116][117]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[118]Steven Sharif

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[115]

  • Node buildings live within a "tech tree" based on the stage of the node. Each stage offers stronger services to the node but must satisfy prerequisites for the building construction.[119]
  • Different governments may change the buildings within a node.[115]

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.[115]

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).[115]

Unieke nodegebouwen

Elk node type heeft een geassocieerd uniek nodegebouw dat geactiveerd kan worden bij de dorpelijke stage van de nodevoortgang. Het unieke gebouw speelt een centrale rol in de vooruitgang van de burgerij van een server.[9]

Reliquary

Reliquary concept art.[122]

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.[123]Steven Sharif

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[124][125]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[124]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[124][123]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[124]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve you know the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[124]Steven Sharif
  • 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.[124][123]
    • Benefits are also be conferred to those who capture, steal, or sabotage relics held the reliquary.[126]

Node building destruction

Destructible castle.[131]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[132]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[119][133]

If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[133]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[119][133][134]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[133][134]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[135]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[119]

Player housing

Pre-alpha Empyrean freehold homestead.[142]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[143]

Player housing is player-owned accommodation in the form of Static housing, Apartments and Freeholds.[1]

A player may own up to 1 of each type of housing simultaneously.[145] Static housing and Apartments are one per server; Freeholds are one per account.

Spelers huisvesting Type.[1] Beschikbaarheid.[1] Limiet.[146]
Appartementen Instanced. Stedelijke fase en hoger. Een per server.
Freeholds Open-world. Dorpelijke fase en hoger. Een per account.
Statische huisvesting In een node. Dorpelijke fase en hoger. Een per server.

Static housing

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

Apartments

Apartments are internal only (instanced) spaces within a node that offer some housing functionality.[1] There will be an initial 50 apartments available for purchase when a node advances to a Dorp (fase 3). Additional apartment buildings can be built at Town (fase 4) if the mayor chooses to construct them and if there is an available plot to do so.[148][149]

  • The number of available apartments increases as a normal part of node advancement.[149]
  • It was previously stated that apartments would be available at Town (fase 4) or above.[1]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[149]Steven Sharif

Freeholds

Freeholds in Alpha-1.[152]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[153]Jeffrey Bard

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

  • Freeholds are limited to one per account.[155]
  • Freeholds are approximately half an acre in size.[156]
  • Expansions and upgrades become available as node progression allows.[156]
  • Freeholds may not be sold to other players.[158]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[159][160][161][162][163]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[164]
    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.[164]Steven Sharif
    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.[159]Steven Sharif

The freehold system interacts with multiple other systems in-game.[165]

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]

  • Housing will have a base price that scales with the number of citizens in the node.[166]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[167]
    • A grace period will occur before the housing becomes available for auction.[167]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[167]
    • At the end of the auction, the highest bidder will win the house.[167]
  • Static housing and apartments can be listed and sold to other players.[158][168]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[150]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".[166]
  • Players will not be able to exceed their allotment of housing in the game.[170]

This will allow players to transfer real property goods. 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.[170]Steven Sharif

Rental and leasing concepts are currently under consideration.[170]

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.[170]Steven Sharif

Node sieges

Node sieges (Pre-alpha footage).[171]

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.[31]Margaret Krohn

Node sieges enable players to destroy nodes.[31] 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]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![172]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.[173]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[174]

Read more...

Node destruction

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[31]Margaret Krohn

Nodes can be destroyed starting at Dorp (fase 3) following a successful siege against that node.[31]

After a node is destroyed there will be a debris field containing spoils that are lootable to the victors of the siege.[136][133][137][138]

  • The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[136]
What happens when the node gets destroyed is there will be stockpiles of spoils... A whole host of what is centralized within a regional economy like the node system becomes- a portion of that becomes available to the attackers who participated in the siege and they can go and interact with those with those debris fields and attempt to claim things.[136]Steven Sharif
  • Players are prohibited from moving goods out of depositories within the node following a siege declaration against that node.[137]
  • Attackers who participated in the siege will have exclusive looting rights for period of time following the node's destruction.[177]
    • Any loot remaining after this period will be open for anyone to loot.[177]
The looting rights have a period of time in which the attackers have loot rights essentially. So these are people who participated in the attack- they were flagged attackers during the siege and they have first dibs; and then if after that period of time... that looting right dissipates then it becomes open..[177]Steven Sharif

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[140][141]

  • Blueprints are mailed to the player to utilize for future placement.[31]
  • Destroyed freeholds are subject to material loss.[31]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[140][141]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[178]

Impact on in-node housing

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[140]

  • 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.

Impact on apartments

Apartments may be destroyed in the following circumstances:[140]

  • If their building was destroyed during a node siege, even if the siege was not successful.[140]
  • If a mayor built extra apartment buildings at Town (fase 4) or higher and the Node deleveled below that stage.[140]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[179]

Impact on freeholds

Freeholds may be attacked by any player[180] for a period of two hours[31] following a successful siege against its parent node.[181]

  • Players and their allies may defend their freehold for this period of time.[181]
  • Structures and guards may be obtained to defend freeholds during this period.[181]

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.[180][31]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[180]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Dorp) node or above, it will be destroyed.[182]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[183]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[31]Margaret Krohn

Node redevelopment

A node that was successfully destroyed by a node siege may develop differently due to the following influences:[101][184]

Caravans

Caravans facilitate the transfer of goods for players wishing to turn a profit.[143]

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.[143]

Caravan types

There are different types of Caravans in Ashes of Creation.[192][193]

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.[193]Jeffrey Bard

Caravan PvP

Caravan PvP in Alpha-1.[194]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[195]Steven Sharif

Caravans create an open PvP zone that flags players for combat (purple).[196]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[195]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[197][198][199]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[197]
  • A group will be required to successfully attack a caravan.[187][200]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[201]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[197]Steven Sharif

There will be incentives and risks for both caravan attackers and defenders.[202][203] These will be tested and refined during the alpha and beta testing phases.[204]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[202]Steven Sharif
  • A quest system will track a player's successful or failed defenses and attacks. This will provide rewards that scale up over time based on the player's history.[202][203][204]
  • Other incentives and risks are social and are created (informally) between players.[202][204]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously you know those types of systems need to have robust you know consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[204]Steven Sharif

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[187][206][207] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[208]

  • Anyone may loot the caravan's wreckage.[208]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[209]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[210][207]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[207]Steven Sharif

Underrealm nodes

Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[26][27][28]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[27]
    • There may be visual cues above ground that indicate influence from underrealm nodes in that area.[27]

That might be a little bit of a departure from our design in the past. I know originally you know 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 you know it made more sense for those to have some interaction and influence that's combined.[27]Steven Sharif

Coastal/island nodes

Pre-alpha naval concept.[214]

There will be nodes along the coast and on islands.[215]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[215]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[216]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[216]
  • It may be possible to siege a coastal city by sea.[217]

Island chains are part of Ashes of Creation naval content.[218][219]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[220]

  • There won't be nodes underwater or in the water.[215]

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.[221]

Patron guilds unlock the following benefits for their members.[222]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[223]

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.[224][225]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[226]

Kunstwerk

Community guides

Zie ook

Referenties

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  216. 216.0 216.1 Interview, 2020-07-19 (48:05).
  217. Livestream, 2017-05-19 (37:51).
  218. Livestream, 2017-05-17 (30:53).
  219. Kickstarter - We Just Broke $1,500,000!
  220. Livestream, 8 April 2018 (AM) (18:29).
  221. Podcast, 2018-04-23 (24:47).
  222. 222.0 222.1 222.2 222.3 222.4 222.5 Livestream, 2020-02-28 (1:06:51).
  223. 223.0 223.1 223.2 223.3 223.4 Livestream, 2019-06-28 (1:27:23).
  224. 224.0 224.1 Livestream, 2017-05-17 (11:27).
  225. 225.0 225.1 Stock Exchange.jpg
  226. 226.0 226.1 Interview, 2018-10-20 (5:51).