Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Differenze tra le versioni di "Node advancement"
Lex (discussione | contributi) (Add section) |
Lex (discussione | contributi) (Add section) |
||
(Una versione intermedia di uno stesso utente non è mostrata) | |||
Riga 1: | Riga 1: | ||
{{Node advancement}} | {{Node advancement}} | ||
+ | |||
+ | == Vassal nodes == | ||
+ | |||
+ | {{Vassal nodes}} | ||
== Nodes == | == Nodes == | ||
{{Nodes}} | {{Nodes}} | ||
+ | |||
+ | === Node atrophy === | ||
+ | |||
+ | {{Node atrophy}} | ||
== Storyline quests == | == Storyline quests == |
Versione delle 04:59, 2 giu 2019
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.[2][3]
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.[4]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[5]
- The more advanced the node is, the larger its ZOI becomes.[6]
- 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.[7]
- The vassal system begins when a node hits Village (fase 3), but neighboring nodes starting from Expedition (fase 1) also block the growth of their immediate neighbors.[8][9]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[10]
- 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.[11]
- 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.[12]
- 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.[11] – 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.[12] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
- Node experience gain opportunities will be equitable across the four node types.[14]
- 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.[15] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[16][2]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[16][17]
- 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.[16]
- NPCs will begin construction activities.[16]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[16]
- 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.[2] – Margaret Krohn
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[19][9]
- A Metropolis (fase 6) can control up to two City (fase 5) nodes. A City (fase 5) can control one Town (fase 4) and one Village (fase 3) node. A Village (fase 3) can control an Encampment (fase 2) or an Expedition (fase 1). If the Village (fase 3) gets destroyed through a siege, its dependant Encampment (fase 2) and Expedition (fase 1) nodes are also destroyed.[18]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[20] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[21][22]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[22] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[24]
- Vassal nodes must remain at least one node stage below their parent node.[19]
- Neighboring/Adjacent nodes from Expedition (fase 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[8][9]
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[2]
- If the parent node advances, the vassal is once again able to advance.[19]
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[24][19]
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[2]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[24] – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[19]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[19]
- Citizens of vassals are bound by the diplomatic states of the parent node.[19]
- If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[2] – Margaret Krohn
Nodi
Encompassing each server are carefully placed points of development called Nodi.[3] There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[27][28][29] for a total of 100 nodes.[30]
- Previously the developers estimated 103 regular node locations with 15 additional castle nodes for a total of 118 nodes.[19][31][27][28][29]
- This decrease in node count does not affect the amount of available player housing, or the estimated server capacity.[32][33]
- We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[30] – Steven Sharif
- There were 9 node locations in Alpha-1.[34]
- Node locations are subject to change prior to Beta-1.[34]
- Nodes have emblems that can be placed on flags and certain types of armor.[35][36]
- Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node.[19] – Margaret Krohn
Node atrophy
Nodi accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[2]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[12]
- There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[12] – Steven Sharif
Storyline quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[37][38][39][40][41][42]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[39]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[37][38][40]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[43] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[40]
- There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[40] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[44]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[45]
Node development
Node layout and style is determined by several factors:[46][47]
- 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.[48] – Steven Sharif
- Environment (biome) and location of the node.[48][46][47]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[49]
- 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.[49] – 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.[47] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[50][51][46][2][47][52][53]
- 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.[55] – Steven Sharif
- The rest is determined by the node's mayor.[47]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[56]
- 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.[56] – Steven Sharif
Taxation
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[57][58]
- Amenities tax override.[57]
- Artisanship tax override.[57]
- Commerce tax override.[57]
- This may include taxes that apply to tavern games.[59][60]
- Property tax override.[57]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[61][62][63]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[64][65][66][67][68]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[66][67]
- Node tax rates will be visible on the world map by hovering over a node location.[69]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[24][63]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[24][70]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[70]
Player housing
Player housing is player-owned accommodation in the form of Appartamenti, Freeholds, Inns, and Static housing.[65][6]
A player may own up to one of each type of housing simultaneously.[74][75] Static housing and Appartamenti are one per server; Freeholds are one per account.[76]
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Appartamenti | Instanced.[6] | Village stage and higher.[77] | 50.[78] | One per character per server.[76] |
Freeholds | Open world.[6] | Village stage and higher.[6] | Low thousands per server.[79][80] | One per account.[76] |
Inns | Instanced.[81] | Starting areas and Nodi.[65] | Most accessible.[65] | - |
Static housing | In-node.[6] | Village stage and higher.[6] | 8.[78] | One per character per server.[76] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[82] – Steven Sharif
Trophy park
Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[83]
- Server announcements and achievements are designed to encourage groups to experience new content.[83]
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[85][86] This content adapts to the node progression of the zone it is in.[84][87]
- Additional buildings will spawn.[84]
- Additional mobs will spawn.[84]
- Different antagonists/leaders with different story lines.[84][87]
- Populations will change.[87]
- Content difficulty will change.[87]
- The content may be different altogether.[87]
- Additional quest hooks.[84]
- Dungeon will be unlocked when certain nodes advance to certain stages.[42]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[42]
- POI events are events that relate to specific points-of-interest (POI).[91]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[92]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[42]
See also
Riferimenti
- ↑ Video, 2024-02-29 (33:57).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 3.0 3.1 A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Node series part II – the Metropolis.
- ↑ 7.0 7.1 Trasmissione in diretta, 2017-10-16 (50:20).
- ↑ 8.0 8.1
- ↑ 9.0 9.1 9.2
- ↑ Trasmissione in diretta, 2024-02-29 (53:58).
- ↑ 11.0 11.1 Colloquio, 2020-07-18 (10:04).
- ↑ 12.0 12.1 12.2 12.3 12.4 Colloquio, 2020-07-08 (1:00:15).
- ↑
- ↑ Trasmissione in diretta, 2021-09-24 (1:21:23).
- ↑ 15.0 15.1 Trasmissione in diretta, 2017-05-26 (28:16).
- ↑ 16.0 16.1 16.2 16.3 16.4 Trasmissione in diretta, 2022-10-14 (55:13).
- ↑ Trasmissione in diretta, 2017-11-17 (55:27).
- ↑ 18.0 18.1 18.2 Trasmissione in diretta, 2022-08-26 (1:07:34).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 19.8 19.9 Blog - Know Your Nodes - The Basics.
- ↑
- ↑ Trasmissione in diretta, 2023-08-31 (52:56).
- ↑ 22.0 22.1 Trasmissione in diretta, 2022-08-26 (1:04:35).
- ↑
- ↑ 24.0 24.1 24.2 24.3 24.4 Trasmissione in diretta, 2022-08-26 (1:10:16).
- ↑ X.com - Fly on through the Village Node we showed in our August livestream!
- ↑ Node series part I
- ↑ 27.0 27.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 28.0 28.1
- ↑ 29.0 29.1 Podcast, 2018-04-23 (15:14).
- ↑ 30.0 30.1 Trasmissione in diretta, 2022-08-26 (1:05:47).
- ↑ Colloquio, 2018-08-24 (3:44).
- ↑ Trasmissione in diretta, 2022-08-26 (1:18:54).
- ↑ Trasmissione in diretta, 2022-08-26 (1:06:42).
- ↑ 34.0 34.1 Trasmissione in diretta, 2020-11-30 (37:16).
- ↑ Trasmissione in diretta, 2023-10-31 (1:34:37).
- ↑ Trasmissione in diretta, 2017-05-17 (55:40).
- ↑ 37.0 37.1 Trasmissione in diretta, 2023-04-07 (58:39).
- ↑ 38.0 38.1 38.2 Video, 2023-03-31 (14:20).
- ↑ 39.0 39.1 Video, 2023-03-31 (12:47).
- ↑ 40.0 40.1 40.2 40.3 Colloquio, 2018-10-20 (2:36:25).
- ↑ Trasmissione in diretta, 2018-01-18 (39:08).
- ↑ 42.0 42.1 42.2 42.3 42.4 MMOGames interview, January 2017
- ↑ 43.0 43.1
- ↑ Trasmissione in diretta, 2021-03-26 (1:12:51).
- ↑ Trasmissione in diretta, 2020-07-25 (1:50:20).
- ↑ 46.0 46.1 46.2 Trasmissione in diretta, 2020-10-30 (39:17).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 Trasmissione in diretta, 2018-09-27 (53:06).
- ↑ 48.0 48.1 Trasmissione in diretta, 2022-02-25 (41:00).
- ↑ 49.0 49.1 Trasmissione in diretta, 2021-02-26 (1:12:18).
- ↑ Trasmissione in diretta, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Colloquio, 2018-05-11 (54:34).
- ↑ Trasmissione in diretta, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 55.0 55.1 Colloquio, 2018-05-11 (47:27).
- ↑ 56.0 56.1 Trasmissione in diretta, 2022-07-29 (1:13:09).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 Video, 2023-08-31 (28:04).
- ↑ Trasmissione in diretta, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ Colloquio, 2023-07-09 (54:46).
- ↑ Trasmissione in diretta, 2023-06-30 (1:45:22).
- ↑ 63.0 63.1
- ↑ Blog: Development Update with Village Node.
- ↑ 65.0 65.1 65.2 65.3 Trasmissione in diretta, 2023-08-31 (15:51).
- ↑ 66.0 66.1 Colloquio, 2023-07-09 (38:14).
- ↑ 67.0 67.1 Colloquio, 2020-03-27 (0:30).
- ↑ Video, 2018-04-05 (41:48).
- ↑ Trasmissione in diretta, 2023-09-29 (1:11:22).
- ↑ 70.0 70.1 Colloquio, 2018-05-11 (57:02).
- ↑ Video, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Trasmissione in diretta, 2018-05-04 (32:46).
- ↑ Colloquio, 2023-07-09 (42:11).
- ↑
- ↑ 76.0 76.1 76.2 76.3 Colloquio, 2018-05-11 (50:47).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 78.0 78.1
- ↑ Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Trasmissione in diretta, 2023-08-31 (22:32).
- ↑ Trasmissione in diretta, 2023-08-31 (18:13).
- ↑ 83.0 83.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Trasmissione in diretta, 2021-03-26 (50:33).
- ↑ Trasmissione in diretta, 2021-03-26 (22:53).
- ↑ Trasmissione in diretta, 2017-11-17 (36:22).
- ↑ 87.0 87.1 87.2 87.3 87.4 Trasmissione in diretta, 2017-11-17 (18:29).
- ↑
- ↑
- ↑ Trasmissione in diretta, 2020-07-25 (46:08).
- ↑ Trasmissione in diretta, 2022-04-29 (40:21).
- ↑