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Riga 1: Riga 1:
[[File:NodesEconomyQuests.png|right|500px|link=#Engaging and immersive story]]
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{{Draft}}
[[File:RacesReligionsClasses2.png|right|500px|link=#Reactive world]]
 
[[File:DungeonsRaidsMonsterCoins.png|right|500px|link=#Player interaction]]
 
[[File:WeaponsArmorHousingMounts.png|right|500px|link=#Player agency]]
 
[[File:WorldPvPArenas.png|right|500px|link=#Risk vs reward]]
 
  
Welcome to the [[Ashes of Creation]] community Wiki.  
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[[File:node_zoi.png|thumb|400px|Nodes are pre-set locations, wrapped in a [[Zone of influence|zone of influence]] (ZOI).<ref>[https://www.ashesofcreation.com/node-series-part-one/ Node series part I]]</ref>]]
  
The goal of this Wiki is to capture verifiable knowledge about Ashes of Creation based on input from the community.  
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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>
  
== Contributing ==
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== Node advancement ==
  
We ask that contributors to this wiki please read and adhere to the [[Style guidelines]] when editing or adding new articles.
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[[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]]
  
=== Helpful resources ===
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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"/>
  
* [[Help:Starting a new page|Starting a new page]]
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# [[Expedition]] (Few hours)
* [[Help:Editing pages|Editing pages]]
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# [[Encampment]] (Many hours)
* [[mw:Help:Formatting|Formatting content]]
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# [[Village]] (Few days)
* [[Help:Embedding images and videos|Embedding images and videos]]
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# [[Town]] (Many days)
* [[Help:Templates|Using templates]]
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# [[City]] (Few weeks)
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# [[Metropolis]] (Many weeks)
  
== Table of contents ==
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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>
  
=== Development ===
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* The more advanced the node is, the larger its ZOI becomes.<ref name="nodes-part-II">[https://www.ashesofcreation.com/node-series-part-2-metropolis/ Node series part II &ndash; the Metropolis]]</ref>
  
Information relevant to the ongoing development of Ashes of Creation.
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== Node development ==
  
* [[Ashes of Creation]]
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{{Node development}}
* [[Intrepid Studios]]
 
* [[Media]], [[Livestreams]], [[Videos]], [[Concept art]], [[Screenshots]]
 
* [[Kickstarter]], [[Summer crowdfunding]]
 
* [[Release schedule]]
 
  
=== Engaging and immersive story ===
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== Node government ==
  
Topics that reflect the past and the present of Verra.
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{{Node government|1====}}
  
* [[Lore]]
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== Node housing ==
* [[Races]]
 
* [[Religion|Religions]]
 
* [[Archetypes]], [[Classes]]
 
* [[World map]], [[Environments]] (aka Biomes), [[Underrealm]]
 
* [[Role playing]]
 
  
=== Reactive world ===
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{{Node housing|1====}}
  
Topics that describe how the world of Verra evolves based on player activity.
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== Node apartments ==
  
* [[Nodes]], [[Node sieges]]
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{{Apartments|1====}}
* [[Economy]], [[Marketplaces]], [[Caravans]]
 
* [[Artisan classes]], [[Gathering]], [[Processing]], [[Crafting]]
 
* [[Word events]]
 
* [[Quests]], [[Tasks]]
 
* [[Naval]], [[Naval combat]]
 
* [[Guild wars]]
 
* [[Castle sieges]]
 
  
=== Player interaction ===
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== Freeholds ==
  
Game systems and mechanics that foster player interaction.
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{{Freeholds|1====}}
  
* [[Group dynamics]], [[Looting]]
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== Sharemarkets ==
* [[Dungeons]]
 
* [[Raids]]
 
* [[Guilds]], [[Guild halls]], [[Guild fortresses]], [[Guild castles]]
 
* [[Social organizations]]
 
* [[Monster coins]]
 
* [[Parlor games]]
 
  
=== Player agency ===
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{{Sharemarkets}}
  
Systems that grow and shape player experiences in the game.
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{{Notes}}
  
* [[Weapons]]
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[[Category:Reactive world]][[Category:Nodes]]
* [[Armor]]
 
* [[Housing]], [[Node housing]], [[Apartments]], [[Freeholds]]
 
* [[Mounts]], [[Mules]], [[Dragons]]
 
* [[Leveling]]
 
* [[Inventory]]
 
* [[Character creator]]
 
* [[Cosmetics]]
 
 
 
=== Risk vs reward ===
 
 
 
Activities that reward daring adventurers and foster meaningful conflict.
 
 
 
* [[World PvP]], [[Bounty hunters]]
 
* [[Arenas]]
 
* [[Sharemarket]]
 
* [[Exploration]], [[Treasure hunting]]
 

Versione delle 05:20, 17 ott 2017

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

  • The more advanced the node is, the larger its ZOI becomes.[4]

Node development

Racial architecture of the same Village (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA immagine dello schermo.

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.[5]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.[6]Margaret Krohn

Node layout and style is determined by several factors:[7][8]

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.[9]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.[10]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.[8]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.[16]Steven Sharif
  • The rest is determined by the node's mayor.[8]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[17]
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.[17]Steven Sharif

Node government

Alpha-1 winner of Mayoral election.[18]

There are a number of different seats that can exist within a node, and carry different responsibilities.[19]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[20][19][21][22]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[20]Steven Sharif

Alloggiamento del nodo

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[26]

Node apartments

Appartamenti provide instanced player housing functionality on a rental basis.[31][26]

  • 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.[32][33][31][27][26]
  • The number and sizes of available apartments increases as a normal part of node advancement.[31][28]
  • 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.[31]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[26]
  • Different price points offer different apartment sizes and types, such as penthouses.[33][26]
  • It was previously stated that apartments would be available at Town (fase 4) or above.[26]
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.[28]Steven Sharif

Freeholds

Proprietà in Alfa-1.[34]

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.[35]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.[26]

  • Le proprietà sono limitate a una per account.[37]
  • Le proprietà sono grandi circa mezzo acro.[38]
  • Espansioni e migliorie diventano disponibili quando il nodo progredisce.[38]
  • Le proprietà non possono essere vendute ad altri giocatori.[40]
  • Sono necessarie Planimentrie per costruire edifici di proprietà usati per raffinare risorse in merci lavorate.[41][42][43][44][45]
    • La migliore lavorazione di merci può essere effettuata solo sulle proprieta, ottenere dunque una proprietà richiede parecchio lavoro.[46]
    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. [46]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.[41]Steven Sharif

Il sistema di proprietà interagisce con molteplici sistemi in-gioco.[47]

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodi, Gilde and Organizzazioni sociali.[48][49][50]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[51]

Riferimenti

  1. Node series part I]
  2. 2.0 2.1 A reactive world - Nodes
  3. Ashes of Creation - Nodes part 2
  4. Node series part II – the Metropolis]
  5. Blog - Know Your Nodes - The Basics.
  6. 6.0 6.1 6.2 Blog - Know Your Nodes - Advance and Destroy.
  7. 7.0 7.1 7.2 Trasmissione in diretta, 2020-10-30 (39:17).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Trasmissione in diretta, 2018-09-27 (53:06).
  9. 9.0 9.1 Trasmissione in diretta, 2022-02-25 (41:00).
  10. 10.0 10.1 Trasmissione in diretta, 2021-02-26 (1:12:18).
  11. Trasmissione in diretta, 2022-03-31 (4:57).
  12. Podcast, 2021-04-11 (29:47).
  13. Colloquio, 2018-05-11 (54:34).
  14. Trasmissione in diretta, 2017-05-26 (21:23).
  15. Podcast, 2021-04-11 (23:36).
  16. 16.0 16.1 Colloquio, 2018-05-11 (47:27).
  17. 17.0 17.1 Trasmissione in diretta, 2022-07-29 (1:13:09).
  18. Trasmissione in diretta, 2020-03-28 (1:02:46).
  19. 19.0 19.1 Steven Quote2.png
  20. 20.0 20.1 20.2 20.3 Trasmissione in diretta, 2023-09-29 (1:07:01).
  21. 21.0 21.1 21.2 21.3 Trasmissione in diretta, 2019-07-26 (1:20:48).
  22. MMOGames interview, January 2017
  23. Trasmissione in diretta, 2017-11-17 (9:49).
  24. Trasmissione in diretta, 2020-07-25 (1:52:45).
  25. Video, 2020-05-31 (38:50).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 Node series part II – the Metropolis.
  27. 27.0 27.1 27.2 steven-housing-numbers.png
  28. 28.0 28.1 28.2 Steven Sharif - Clarification points from today’s stream.
  29. Trasmissione in diretta, 2017-05-19 (33:57).
  30. Colloquio, 2020-07-08 (33:34).
  31. 31.0 31.1 31.2 31.3 Colloquio, 2023-07-09 (1:50:50).
  32. Blog: Development Update with Village Node.
  33. 33.0 33.1 Trasmissione in diretta, 2023-08-31 (15:51).
  34. Trasmissione in diretta, 2020-05-29 (36:29).
  35. Trasmissione in diretta, 2020-05-29 (42:01).
  36. Trasmissione in diretta, 2020-05-29 (35:36).
  37. Colloquio, 2018-05-11 (50:47).
  38. 38.0 38.1 Trasmissione in diretta, 2017-10-16 (56:42).
  39. Colloquio, 2020-07-08 (45:23).
  40. Trasmissione in diretta, 2020-06-26 (47:32).
  41. 41.0 41.1 41.2 Trasmissione in diretta, 2022-06-30 (1:09:29).
  42. Trasmissione in diretta, 2022-02-25 (1:12:27).
  43. Podcast, 2021-04-11 (40:20).
  44. Colloquio, 2020-03-27 (9:00).
  45. Trasmissione in diretta, 2017-05-05 (34:15).
  46. 46.0 46.1 Trasmissione in diretta, 2022-06-30 (1:08:02).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 Trasmissione in diretta, 2017-10-16 (56:38).
  48. 48.0 48.1 steven-stock-markets.png
  49. 49.0 49.1 Trasmissione in diretta, 2017-05-17 (11:27).
  50. 50.0 50.1 50.2 Stock Exchange.jpg
  51. 51.0 51.1 Colloquio, 2018-10-20 (5:51).