Dorpen

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A village is the third stage of node advancement.[4]

At the Village Stage, the camp becomes a small frontier town. There are some permanent structures in place at this level, as well as the beginning of local Government. The Development Area feels permanent and lived in. You'll find buildings developed with more advanced materials, features such as stone and mortar, fences, and other common structures. The Village Stage will also unlock a Special Building that grants unique utility to its Node Type - Military, Economic, Divine or Scientific; we’ll share further details on those buildings in future entries in this series that cover each specific Node Type.[5]Margaret Krohn

Node advancement

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.[5][7]

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.[8]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[9]
  • The more advanced the node is, the larger its ZOI becomes.[4]
  • 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.[10]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[13]
  • 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.[14]
    • 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.[15]
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.[14]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 close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[15]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[10]
  • Citizens of one node can contribute to the advancement of other nodes.[16]
  • Node experience gain opportunities will be equitable across the four node types.[17]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[18]
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.[18]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[19][5]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[19][20]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[19]
  • NPCs will begin construction activities.[19]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[19]
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.[5]Margaret Krohn

Buildings

Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[4]

Player housing

Spelers huisvesting Type.[4] Beschikbaarheid.[4] Limiet.[34]
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.

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[35][36][37][38][4]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[39] Currently freeholds may be acquired via auction.[30][40][41][42][31][43]
    • A grace period will occur before the housing becomes available for auction.[39]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[39]
    • At the end of the auction, the highest bidder will win the house.[39]
  • Housing will have a base price that scales with the number of citizens in the node.[44]
    • There is no cap on the price of player-originated housing sales.[45]
    • In-node housing will be at a premium, and is expected to be hotly contested.[4]
    • The more apartments that have been purchased in a node, the higher the price scales.[46]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[48]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".[44]
  • Players will not be able to exceed their allotment of housing in the game.[54]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • Rental and leasing concepts are under consideration.[54]

Housing benefits

Player housing offers a number of benefits.[36][55]

  • Ability to claim citizenship to a node.[56][57][38]
    • Additional benefits are granted to home owners who are also citizens of that node.[45]
  • Ability to place furniture and other decor items.[58][59][60]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[61]
    • Each size of player-owned housing determines how many decor items can be placed in it.[36]
  • Storage containers.[60][55]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[60]
    • Different grades of storage containers have different inventory capacities.[60]

Each different type of housing offers different additional benefits.[45]

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • Prized items can be displayed within a house.[55]
  • Achievements and trophies may be displayed.[55]
  • Social activities.[55]
  • Housing may provide proximity based bonuses.[55]

Caravans

Alpha-2 caravan being escorted to the Miraleth node.[66]

The Caravan System is a major aspect of the economy in Ashes of Creation. While the rewards can be great for moving massive amounts of Commodities and other materials across the world of Verra, players can choose to be Caravan attackers or defenders, making these hotspots for PvP battles.[67]

Caravans are vehicles that facilitate the transfer of cargo across Verra.[69][70][71][72][73][74][75][76][77]

Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[78]Steven Sharif

Node sieges

Node sieges (Pre-alpha footage).[91]

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.[5]Margaret Krohn

Node sieges enable players to destroy nodes starting at Dorp (fase 3).[5] 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.[7]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[7]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[92]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![94]Steven Sharif

Monster coin events

Legion monster coin events are common events that occur for Nodes up to the Dorp stage. This might include a horde of zombies rolling across the countryside finding something or someone to feast on. Players who wish to keep their advancements will need to be vigilant.[96]

Elite monster coin events occur for nodes that exist between the Dorp and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[96]

Kunstwerk

Zie ook

Referenties

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