Differenze tra le pagine "Template:Static housing" e "Nodes"
Lex (discussione | contributi) (Fix template) |
Lex (discussione | contributi) (Add additional housing types) |
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Riga 1: | Riga 1: | ||
− | + | {{Draft}} | |
− | + | [[File:node_zoi.png|thumb|400px|Nodes are pre-set locations, wrapped in a [[Zone of influence|zone of influence]].<ref>[https://www.ashesofcreation.com/node-series-part-one/ Node series part I]]</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> | |
− | + | == Node advancement == | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]] | |
− | + | Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/> | |
− | * | + | # [[Expedition]] (Few hours) |
+ | # [[Encampment]] (Many hours) | ||
+ | # [[Village]] (Few days) | ||
+ | # [[Town]] (Many days) | ||
+ | # [[City]] (Few weeks) | ||
+ | # [[Metropolis]] (Many weeks) | ||
+ | |||
+ | 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.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref> | ||
+ | |||
+ | == Node development == | ||
+ | |||
+ | Nodes have a base style template based on [[Races|race]] and the [[Node types|Node type]].<ref name="development">[[File:node development.png|350px]]</ref> The [[#Node government|node's government]] will decide the types of buildings to be constructed.<ref>[https://youtu.be/GQvDMQXWTp0?t=2036 Ashes of Creation livestream Q&A, 19 May 2017 (33:56)]</ref> | ||
+ | |||
+ | * Apartment complexes | ||
+ | * Merchant housing | ||
+ | * Guild halls | ||
+ | * Marketplaces | ||
+ | * Barracks | ||
+ | |||
+ | When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.<ref name="development"/> | ||
+ | |||
+ | == Node government == | ||
+ | |||
+ | A node's government and its mayor are chosen depending on the [[Node types|Node type]].<ref>[[File:node types.png|350px]]</ref> | ||
+ | |||
+ | * [[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.<ref>[[File:node not guild.png|350px]]</ref> | ||
+ | |||
+ | == Node housing == | ||
+ | |||
+ | {{Node housing|1====}} | ||
+ | |||
+ | == Node apartments == | ||
+ | |||
+ | {{Apartments|1====}} | ||
+ | |||
+ | == Freeholds == | ||
+ | |||
+ | {{Freeholds|1====}} | ||
+ | |||
+ | {{Notes}} |
Versione delle 17:58, 13 ott 2017
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined Zona di influenza (ZOI).[2]
Node advancement
Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[2]
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
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.[3]
Node development
Nodes have a base style template based on race and the Node type.[4] The node's government will decide the types of buildings to be constructed.[5]
- Apartment complexes
- Merchant housing
- Guild halls
- Marketplaces
- Barracks
When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.[4]
Node government
A node's government and its mayor are chosen depending on the Node type.[6]
- 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.[7]
Alloggiamento del nodo
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[9]
- Players are able to purchase small one room houses (cottages) starting at the Village (fase 3).[9][10]
- There will be 8 cottages available for purchase at the village stage.[10]
- The amount of static housing increases as a normal part of node advancement.[11]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[12]
- Taverns and Player shops are not tied to in-node housing.[13]
Node apartments
Appartamenti provide instanced player housing functionality on a rental basis.[14][9]
- Village (fase 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (fase 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[15][16][14][10][9]
- The number and sizes of available apartments increases as a normal part of node advancement.[14][11]
- It is estimated that the number of apartments available in a Metropolis (fase 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[14]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[9]
- Different price points offer different apartment sizes and types, such as penthouses.[16][9]
- It was previously stated that apartments would be available at Town (fase 4) or above.[9]
- 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.[11] – Steven Sharif
Freeholds
Le proprietà sono terreni considerevoli per abitazioni dei giocatori che possono essere situati nelle Zone di Influenza (ZOI) di un Village (fase 3) o superiore.[9]
- Le proprietà sono limitate a una per account.[20]
- Le proprietà sono grandi circa mezzo acro.[21]
- La dimensione della proprietà non cambia con la progressione del nodo.[22]
- Espansioni e migliorie diventano disponibili quando il nodo progredisce.[21]
- Le proprietà non possono essere vendute ad altri giocatori.[23]
- Sono necessarie Planimentrie per costruire edifici di proprietà usati per raffinare risorse in merci lavorate.[24][25][26][27][28]
- La migliore lavorazione di merci può essere effettuata solo sulle proprieta, ottenere dunque una proprietà richiede parecchio lavoro.[29]
- Se un giocatore vuole ottenere una proprietà potrà ottenere una proprietà, però l'ammontare di lavoro risorse e tempo che è richiesto per ottenere la proprietà è un grande quantitativo. Alcune lavorazioni sono fattibili ai nodi, ma le migliori lavorazioni sono fatte sulle proprietà; e noi vogliamo essere sicuri che ci sia un controllo sull'ammontare di sforzo necessario per ottenere quell'influenza sul mercato della lavorazione. [29] – Steven Sharif
- Locande e altre opzioni di abitazioni dei giocatori sono disponibili per giocatori che non hanno bisogno dei benefici di una proprietà.[24]
- Solo perchè una proprietà è difficile da ottenere non vuol dire che non c'è spazio per abitazioni e mobili ottenibili attraverso il nostro sistema di appartamenti o una locanda o l'abitazione statica nel nodo. Ci sono metodi alternativi ma non hanno l'aspetto di lavorazione di merci migliore fatto sulla proprietà.[24] – Steven Sharif
Il sistema di proprietà interagisce con molteplici sistemi in-gioco.[30]
Riferimenti
- ↑ Node series part I]
- ↑ 2.0 2.1 A reactive world - Nodes
- ↑ Ashes of Creation - Nodes part 2
- ↑ 4.0 4.1 350px
- ↑ Ashes of Creation livestream Q&A, 19 May 2017 (33:56)
- ↑
- ↑
- ↑ Video, 2020-05-31 (38:50).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Node series part II – the Metropolis.
- ↑ 10.0 10.1 10.2
- ↑ 11.0 11.1 11.2 Steven Sharif - Clarification points from today’s stream.
- ↑ Trasmissione in diretta, 2017-05-19 (33:57).
- ↑ Colloquio, 2020-07-08 (33:34).
- ↑ 14.0 14.1 14.2 14.3 Colloquio, 2023-07-09 (1:50:50).
- ↑ Blog: Development Update with Village Node.
- ↑ 16.0 16.1 Trasmissione in diretta, 2023-08-31 (15:51).
- ↑ Trasmissione in diretta, 2020-05-29 (36:29).
- ↑ Trasmissione in diretta, 2020-05-29 (42:01).
- ↑ Trasmissione in diretta, 2020-05-29 (35:36).
- ↑ Colloquio, 2018-05-11 (50:47).
- ↑ 21.0 21.1 Trasmissione in diretta, 2017-10-16 (56:42).
- ↑ Colloquio, 2020-07-08 (45:23).
- ↑ Trasmissione in diretta, 2020-06-26 (47:32).
- ↑ 24.0 24.1 24.2 Trasmissione in diretta, 2022-06-30 (1:09:29).
- ↑ Trasmissione in diretta, 2022-02-25 (1:12:27).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Colloquio, 2020-03-27 (9:00).
- ↑ Trasmissione in diretta, 2017-05-05 (34:15).
- ↑ 29.0 29.1 Trasmissione in diretta, 2022-06-30 (1:08:02).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 Trasmissione in diretta, 2017-10-16 (56:38).