Differenze tra le pagine "Template:Static housing" e "Nodes"

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[[File:node_housing.jpg|thumb|400px|Node housing.]][[Nodes|Node]] housing provides non-instanced player accommodation within a node, also known as ''static housing''.<ref name="nodes-part-II">[https://www.ashesofcreation.com/node-series-part-2-metropolis/ Node series part II &ndash; the Metropolis]]</ref>
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{{Draft}}
  
{{{1|==}}} Node housing development {{{1|==}}}
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[[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>]]
  
As a Node levels up, its node housing levels up with it.<ref name="nodes-part-II"/>
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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>  
  
* The architecture of node housing is predetermined by the racial influence of the node's development.<ref name="development">[[File:node development.png|350px]]</ref>
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== Node advancement ==
* Players will be able purchase small one room houses starting at the [[Village]] stage (Node stage 3).
 
* When the Node advances to a [[Town]], so does the housing.
 
* There will be new property available at each stage, but this new property is more akin to what was available at the previous stage.
 
* As the Node advances further the housing will grow.
 
* Only the houses that existed at the [[Village]] stage will become main street mansions at the [[Metropolis]] stage.
 
  
{{{1|==}}} Buying and selling {{{1|==}}}
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[[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]]
  
You can buy and sell properties.<ref name="nodes-part-II"/>
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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"/>
  
* Node housing will be at a premium, and is expected to be hotly contested.
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# [[Expedition]] (Few hours)
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# [[Encampment]] (Many hours)
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# [[Village]] (Few days)
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# [[Town]] (Many days)
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# [[City]] (Few weeks)
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# [[Metropolis]] (Many weeks)
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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>
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== Node development ==
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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>
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* Apartment complexes
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* Merchant housing
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* Guild halls
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* Marketplaces
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* Barracks
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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"/>
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== Node government ==
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A node's government and its mayor are chosen depending on the [[Node types|Node type]].<ref>[[File:node types.png|350px]]</ref>
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* [[Divine node]] governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
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* [[Economic node]] governments are able to be bought and sold by citizens with the most money.
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* [[Military node]] governments are chosen from citizens through last man standing combat.
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* [[Scientific node]] governments are elected democratically.
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Guilds do not control nodes.<ref>[[File:node not guild.png|350px]]</ref>
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== Node housing ==
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{{Node housing|1====}}
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== Node apartments ==
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{{Apartments|1====}}
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== Freeholds ==
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{{Freeholds|1====}}
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{{Notes}}

Versione delle 17:58, 13 ott 2017

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Nodes are pre-set locations, wrapped in a zone of influence.[1]

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

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.[2]

  1. Expedition (Few hours)
  2. Encampment (Many hours)
  3. Village (Few days)
  4. Town (Many days)
  5. City (Few weeks)
  6. 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]

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

Proprietà in Alfa-1.[17]

L'intero obiettivo del sistema delle proprietà è di dare uno scopo a tutto e non lasciarlo tipo "oh questo è il mio design carino", ma è un design volto a qualcosa per il tuo personaggio-volto a qualcosa per il mondo.[18]Jeffrey Bard

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]
  • 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
    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