Nodes: verschil tussen versies
Naar navigatie springen
Naar zoeken springen
k (Adjust image size and position) |
k (Punctuation before citation) |
||
Regel 1: | Regel 1: | ||
− | Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI)<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref> | + | Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref> |
− | [[File:metropolis.png | + | [[File:metropolis.png|thumb]] |
== Node advancement == | == Node advancement == | ||
− | Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement<ref name="nodes"/> | + | Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/> |
# Expedition (Few hours) | # Expedition (Few hours) | ||
Regel 14: | Regel 14: | ||
# Metropolis (Many weeks) | # Metropolis (Many weeks) | ||
− | After every advancement, an increasing ring of neighboring nodes are locked out from progressing to the next stage. The advancement of a node unlocks its unique content, which comes at the cost of locking out unique content available in neighboring nodes<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref> | + | After every advancement, an increasing ring of neighboring nodes are locked out from progressing to the next stage. The advancement of a node unlocks its unique content, which comes at the cost of locking out unique content available in neighboring nodes.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref> |
== Node government == | == Node government == | ||
− | A node's government and it's mayor are chosen depending on the node type<ref>[[File:node types.png|500px]]</ref> | + | A node's government and it's mayor are chosen depending on the node type.<ref>[[File:node types.png|500px]]</ref> |
* Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node. | * Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node. | ||
Regel 24: | Regel 24: | ||
* Military node governments are chosen from citizens through last man standing combat. | * Military node governments are chosen from citizens through last man standing combat. | ||
* Scientific node governments are elected democratically. | * Scientific node governments are elected democratically. | ||
− | * Guilds do not control nodes<ref>[[File:node not guild.png|500px]]</ref> | + | * Guilds do not control nodes.<ref>[[File:node not guild.png|500px]]</ref> |
== Notes == | == Notes == | ||
<references/> | <references/> |
Versie van 12 okt 2017 00:51
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).[1]
Node advancement
Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[1]
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
After every advancement, an increasing ring of neighboring nodes are locked out from progressing to the next stage. The advancement of a node unlocks its unique content, which comes at the cost of locking out unique content available in neighboring nodes.[2]
Node regering
A node's government and it's mayor are chosen depending on the node type.[3]
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
- Economic node governments are able to be bought and sold by citizens with the most money.
- Military node governments are chosen from citizens through last man standing combat.
- Scientific node governments are elected democratically.
- Guilds do not control nodes.[4]