Buildings: verschil tussen versies
(Add disambiguation) |
|||
(4 tussenliggende versies door dezelfde gebruiker niet weergegeven) | |||
Regel 3: | Regel 3: | ||
{{Buildings}} | {{Buildings}} | ||
− | == Node buildings == | + | == Node service buildings == |
− | {{ | + | {{Service buildings}} |
=== Node layout and style === | === Node layout and style === | ||
Regel 11: | Regel 11: | ||
{{Node development}} | {{Node development}} | ||
− | + | === Racial influences === | |
{{Racial influences}} | {{Racial influences}} | ||
− | === | + | === Node building destruction === |
− | {{ | + | {{Node building destruction}} |
− | |||
− | |||
− | |||
− | |||
=== List of service buildings === | === List of service buildings === | ||
{{List of service buildings}} | {{List of service buildings}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Freehold buildings == | == Freehold buildings == | ||
Regel 55: | Regel 39: | ||
{{Freehold building skins}} | {{Freehold building skins}} | ||
{{List of freehold building skins}} | {{List of freehold building skins}} | ||
+ | |||
+ | === Freehold building destruction === | ||
+ | |||
+ | {{Freehold destructibility}} | ||
== Visuals == | == Visuals == |
Versie van 15 sep 2023 08:39
Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[3]
- Node buildings are either default buildings that come with the node, or they are constructed buildings that are initiated by the mayor and built by players.[4][5][6][7][8][9][10]
- Freehold buildings that are placed on freehold plots function as homesteads, artisan and businesses buildings.[11][12][13][3][14]
Node service buildings
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[4][5][6][7][8][9][10] Service buildings are further broken down into two main types:[4][5]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[4][5]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[4][5]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[15] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[4][5]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[16][8]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[17][18]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[4][19]
Node layout and style
Node layout and style is determined by several factors:[22][23]
- 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.[24] – Steven Sharif
- Environment (biome) and location of the node.[24][22][23]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[25]
- 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.[25] – 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.[23] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[26][27][22][21][23][28][29]
- 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.[31] – Steven Sharif
- The rest is determined by the node's mayor.[23]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[32]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[32] – Steven Sharif
Racial influences
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[26][34][21]
- Gear appearance of certain armor sets is influenced by the player's race.[26]
- Node layout and style is influenced by the race that contributes the most to that node.[26]
- 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.[35] – Steven Sharif
Node building destruction
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[18][38]
- NPC-driven events that are a response to story arcs or node atrophy.[18]
- Node sieges and node wars.[18]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[37]
- Hazardous events such as tornadoes or hurricanes.[39][18]
- Burgemeesters have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[4][19]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[4][19] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[4][19] Any NPCs or services offered by that building will not be available until the building is repaired.[7][38]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[4][19][18][38][40]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[4][19][18]
- Node regeringen must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[18]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[18] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[41][42][43][38][44][45]
- Player housing that is destroyed during a node siege can no longer be sold.[46] Furnishing and decorations are retained and can be placed again later.[46][47][48]
List of service buildings
- Default service buildings
- Constructible service buildings
Freehold buildings
Freehold buildings that can be placed on a freehold plot serve three main purposes.[11][12][13][3][14]
Freehold buildings require blueprints and materials to construct.[11][52]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[53]
- Some freehold buildings have multiple tiers, with different footprint sizes.[12][54]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[54]
- Basements in freehold buildings are to be decided.[55]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][56][57][58][59]
- Buildings that require permits will have additional upkeep costs.[11]
Freehold building architecture is based on the blueprint for the building.[12][60]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[11][12][61][62][60][63]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[60][63][62]
- Players are not locked to the racial appearance of a freehold building blueprint.[64]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[60] – Jeffrey Bard
Freehold building placement
Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[13][66][67][3][14]
- Freehold building permits to allow for a specific number and type of buildings to be placed on the freehold plot must be acquired from the node where the freehold deed was obtained.[11][56][57][58][68][59]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][57][58][59]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[11][69]
- On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[11]
- Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[68]
- Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[70]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[66]
- Targeting dummies are planned as placeable props with functional mechanics.[71]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[72]
Naming buildings
Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[73]
Freehold building skins
Freehold building skins were offered as Kickstarter and Summer crowdfunding rewards and were available in pre-order packs.[61][75][76][77][78]
- Freehold building skins can also be achieved in-game.[79]
- Freehold skins can be applied to blueprints matching the type of freehold building: housing, artisanship, and business.[11][79][12][61][62][60][63]
- Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[79] – Steven Sharif
- The vast majority of cosmetic freehold skins apply to homestead buildings.[13]
- A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[83]
- Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[79] – Steven Sharif
- Baronies won't impose any appearance restrictions on freehold buildings.[84]
Freehold building destruction
Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[85][86][21][87] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[11]
- Players and their allies may defend their freehold for this period of time.[87]
- Structures and guards may be obtained to defend freeholds during this period.[87]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[11]
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.[86][21]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[86]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Dorp (fase 3) node or above, it will be destroyed.[11][21][86][88]
- 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.[21] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[90] – Steven Sharif
Beelden
2023-11-01 2023-07-01 2022-09-05 2020-02-28 2020-01-31 2018-04-01
Zie ook
Referenties
- ↑ Blog: Creative Director's Letter
- ↑ Livestream, 2020-01-30 (1:01:59).
- ↑ 3.0 3.1 3.2 3.3 3.4 Node series part II – the Metropolis.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 Blog: Development Update with Village Node.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Livestream, 2023-08-31 (50:25).
- ↑ 6.0 6.1 Video, 2023-08-31 (2:59).
- ↑ 7.0 7.1 7.2 Interview, 2023-07-09 (1:32:45).
- ↑ 8.0 8.1 8.2 Livestream, 2017-05-19 (33:57).
- ↑ 9.0 9.1 Livestream, 2018-01-20 (38:17).
- ↑ 10.0 10.1 Livestream, 2018-04-8 (PM) (51:49).
- ↑ 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 11.13 11.14 11.15 11.16 11.17 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Development Update with Freehold Preview.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Livestream, 2023-04-07 (31:49).
- ↑ 14.0 14.1 14.2 Livestream, 2017-05-24 (9:58).
- ↑ Livestream, 2023-08-31 (56:18).
- ↑ Livestream, 2023-08-31 (52:56).
- ↑ Video, 2023-08-31 (34:37).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 Livestream, 2022-03-31 (1:13:00).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Livestream, 2023-08-31 (57:23).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 22.0 22.1 22.2 Livestream, 2020-10-30 (39:17).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 Livestream, 2018-09-27 (53:06).
- ↑ 24.0 24.1 Livestream, 2022-02-25 (41:00).
- ↑ 25.0 25.1 Livestream, 2021-02-26 (1:12:18).
- ↑ 26.0 26.1 26.2 26.3 26.4 Livestream, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interview, 2018-05-11 (54:34).
- ↑ Livestream, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 31.0 31.1 Interview, 2018-05-11 (47:27).
- ↑ 32.0 32.1 Livestream, 2022-07-29 (1:13:09).
- ↑ Livestream, 2020-06-26 (45:32).
- ↑ 34.0 34.1 Interview, 2021-02-07 (33:00).
- ↑ 35.0 35.1 Interview, 2018-05-11 (1:00:19).
- ↑ Livestream, 2019-10-31 (36:20).
- ↑ 37.0 37.1 Livestream, 2019-11-22 (16:56).
- ↑ 38.0 38.1 38.2 38.3 Interview, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Livestream, 2019-11-22 (17:59).
- ↑ Interview, 2023-07-09 (1:36:24).
- ↑ Livestream, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Livestream, 2020-04-30 (1:14:44).
- ↑
- ↑ 46.0 46.1 Livestream, 2020-06-26 (1:02:12).
- ↑ Livestream, 2017-07-18 (40:14).
- ↑ Livestream, 2017-11-17 (47:10).
- ↑ 49.0 49.1 Video, 2023-08-31 (33:07).
- ↑ Livestream, 2023-06-30 (12:11).
- ↑ Video, 2023-06-30 (15:34).
- ↑
- ↑ Livestream, 2023-06-30 (18:45).
- ↑ 54.0 54.1 Interview, 2020-07-08 (45:23).
- ↑ Livestream, 2019-06-28 (1:09:22).
- ↑ 56.0 56.1
- ↑ 57.0 57.1 57.2 Interview, 2023-07-09 (54:46).
- ↑ 58.0 58.1 58.2 Livestream, 2023-06-30 (1:45:22).
- ↑ 59.0 59.1 59.2
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 Livestream, 2020-08-28 (2:14:06).
- ↑ 61.0 61.1 61.2 61.3 Livestream, 2023-06-30 (22:05).
- ↑ 62.0 62.1 62.2 62.3 Livestream, 2020-11-30 (57:50).
- ↑ 63.0 63.1 63.2 63.3
- ↑ Livestream, 2017-05-26 (44:11).
- ↑ 65.0 65.1 Livestream, 2023-06-30 (7:36).
- ↑ 66.0 66.1 Livestream, 2020-05-29 (41:27).
- ↑ Livestream, 2017-10-16 (56:42).
- ↑ 68.0 68.1 Livestream, 2023-06-30 (1:21:48).
- ↑ 69.0 69.1 Interview, 2023-07-09 (33:55).
- ↑ Livestream, 2023-06-30 (1:36:52).
- ↑
- ↑ Livestream, 2024-01-31 (1:24:57).
- ↑ Livestream, 2018-10-31 (46:18).
- ↑ Ashes of Creation Store: Sunbeam's Remembrance.
- ↑
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑ 79.0 79.1 79.2 79.3 Livestream, 2023-06-30 (23:40).
- ↑
- ↑ 81.0 81.1 Livestream, 2023-06-30 (1:15:34).
- ↑
- ↑ Livestream, 2023-06-30 (1:21:07).
- ↑ Interview, 2023-07-09 (31:18).
- ↑ Livestream, 2021-11-19 (54:26).
- ↑ 86.0 86.1 86.2 86.3 Livestream, 2020-08-28 (2:04:00).
- ↑ 87.0 87.1 87.2 Livestream, 2017-05-19 (28:04).
- ↑ Livestream, 2017-05-19 (29:34).
- ↑ Livestream, 2023-07-28 (1:26:16).
- ↑ Livestream, 2023-06-30 (1:39:22).