Buildings

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Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[3]

Node buildings

Template:Node buildings

Node development

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.[15]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.[16]Margaret Krohn

Node layout and style is determined by several factors:[17][18]

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.[19]Steven Sharif
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.[20]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.[18]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.[26]Steven Sharif
  • The rest is determined by the node's mayor.[18]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[27]
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.[27]Steven Sharif

Unieke nodegebouwen

Elk node type heeft een geassocieerd uniek nodegebouw dat geactiveerd kan worden bij de dorpelijke stage van de nodevoortgang. Het unieke gebouw speelt een centrale rol in de vooruitgang van de burgerij van een server.[29]

Gemeentehuis

Een gemeentehuis is een regeringsgebouw binnen een node.[30]

We willen dat het gemeentehuis een plaats wordt waar belangrijke besluiten worden gemaakt voor elke node. Het moet de plaats worden waar de "heersende klasse" bij elkaar komt en besluit wat er gedaan moet worden (deze besluiten kunnen er tot leiden dat ze de "oude heersende klasse" worden).

Burgemeesters en noderegeringen gebruiken het gemeentehuis om de node te vizualiseren en om activiteiten daarin te controleren. Deze features zullen ook beschikbaar zijn via een app of browserportaal.[31]

Spelers kunnen communiceren met het nodebord om zodoende een lijst te krijgen van de node's burgers.[32]

Freehold buildings

Freehold building types.[33][12]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[11]

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][35]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[36]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[12][37]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[37]
  • Basements in freehold buildings are to be decided.[38]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][39][40][41][42]

  • Buildings that require permits will have additional upkeep costs.[11]

Freehold building architecture is based on the blueprint for the building.[12][43]

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.[43]Jeffrey Bard

Naming buildings

Template:Naming ships and buildings

Destructible environments

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[49][50]

  • This applies to buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges.[51][52]
    • There will be ways to repair destructible structures and also repair (or re-craft) siege weapons that were damaged during sieges.[52]
  • The terrain itself is not destructible.[51]

Kunstwerk

Zie ook

Referenties

  1. 1.0 1.1 Blog: Creative Director's Letter
  2. Livestream, 2020-01-30 (1:01:59).
  3. 3.0 3.1 3.2 3.3 Node series part II – the Metropolis.
  4. Blog: Development Update with Village Node.
  5. Livestream, 2023-08-31 (50:25).
  6. Video, 2023-08-31 (2:59).
  7. Interview, 2023-07-09 (1:32:45).
  8. Livestream, 2017-05-19 (33:57).
  9. Livestream, 2018-01-20 (38:17).
  10. Livestream, 2018-04-8 (PM) (51:49).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Blog: Exploring the Boundless Opportunities of Freeholds.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Development Update with Freehold Preview.
  13. 13.0 13.1 13.2 13.3 Livestream, 2023-04-07 (31:49).
  14. 14.0 14.1 Livestream, 2017-05-24 (9:58).
  15. Blog - Know Your Nodes - The Basics.
  16. 16.0 16.1 16.2 Blog - Know Your Nodes - Advance and Destroy.
  17. 17.0 17.1 17.2 Livestream, 2020-10-30 (39:17).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Livestream, 2018-09-27 (53:06).
  19. 19.0 19.1 Livestream, 2022-02-25 (41:00).
  20. 20.0 20.1 Livestream, 2021-02-26 (1:12:18).
  21. Livestream, 2022-03-31 (4:57).
  22. Podcast, 2021-04-11 (29:47).
  23. Interview, 2018-05-11 (54:34).
  24. Livestream, 2017-05-26 (21:23).
  25. Podcast, 2021-04-11 (23:36).
  26. 26.0 26.1 Interview, 2018-05-11 (47:27).
  27. 27.0 27.1 Livestream, 2022-07-29 (1:13:09).
  28. Livestream, 2018-09-01 (36:28).
  29. Know Your Nodes: Economic Node Type.
  30. City hall.
  31. Livestream, 2017-11-17 (9:49).
  32. 32.0 32.1 Livestream, 30 oktober 2020 (1:01:00).
  33. Livestream, 2023-06-30 (12:11).
  34. Video, 2023-06-30 (15:34).
  35. stevenclarification.png
  36. Livestream, 2023-06-30 (18:45).
  37. 37.0 37.1 Interview, 2020-07-08 (45:23).
  38. Livestream, 2019-06-28 (1:09:22).
  39. steven-freehold-building-permits.png
  40. Interview, 2023-07-09 (54:46).
  41. Livestream, 2023-06-30 (1:45:22).
  42. Tax spending.png
  43. 43.0 43.1 43.2 43.3 Livestream, 2020-08-28 (2:14:06).
  44. Livestream, 2023-06-30 (22:05).
  45. 45.0 45.1 Livestream, 2020-11-30 (57:50).
  46. 46.0 46.1 cosmetic-levels.png
  47. Livestream, 2017-05-26 (44:11).
  48. Video, 2021-05-28 (23:45).
  49. Livestream, 2022-03-31 (1:13:00).
  50. Livestream, 2019-06-28 (31:15).
  51. 51.0 51.1 Livestream, 2023-03-31 (1:33:05).
  52. 52.0 52.1 Livestream, 2021-05-28 (1:04:29).