Household security
A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[1][2][3][4]
- Ability to open the door and enter the home.[5][3][4]
- Access to crops.[6][3]
- Ability to deposit or withdraw items from storage containers.[7][5][3][8][9]
- Permission to use furniture or crafting stations.[5]
A property has a single owner/primary tenant.[1][10][2]
- Marriage enables family size to increase by one so that housing access can be shared.[10][11]
- Access lists can be used to mimic co-ownership.[4]
- Payment of taxes may be via a "gentleman's agreement".[12]
- It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[2] – Steven Sharif
Freehold security
Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[13][14][15][16][17]
- Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[10] – Steven Sharif
- Freehold permissions are intended to work with the family and guild systems.[13][14][15]
- It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[14]
- Freehold permissions may only apply to battalions/micro-structures within a guild.[18]
- Interaction with the guild system will be tested in Alpha-2.[19]
- This includes permission to enter the homestead, interact with furniture, access storage, interact with crafting or processing stations, and harvest resources.[13]
- Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[13]
- Permission to decorate a freehold is restricted to the owner of the freehold.[5] Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[3]
- Family members may be granted permission to apply their cosmetic skins to freehold buildings.[20]
Players cannot steal from a freehold under normal circumstances.[13][21][6][22]
- Items stored in a freehold become lootable after a successful siege against their parent node.[23][13][22] It has not been decided which players get to loot the debris field during this period.[23]
- Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[13]
Players cannot Pvp while inside the footprint of a freehold homestead even if the doors are unlocked.[13][24] This does not apply for a period of two hours following a successful siege against its parent node.[25][26][27][28]
- Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[13]
- NPC guards may be available for hire to defend freeholds after a successful node siege.[28] NPC guards that permanently exist on a freehold are not a planned feature.[29]
- Duels may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[30]
Housing destructibility
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[33][34]
- NPC-driven events that are a response to story arcs or node atrophy.[33]
- Assedi al nodo and node wars.[33]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[32]
- Hazardous events such as tornadoes or hurricanes.[35][33]
- Mayors have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[36][37]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[36][37] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[36][37] Any NPCs or services offered by that building will not be available until the building is repaired.[38][34]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[36][37][33][34][39]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[36][37][33]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[33]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[33] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[40][41][42][34][43][44]
- Player housing that is destroyed during a node siege can no longer be sold.[45] Furnishing and decorations are retained and can be placed again later.[45][46][47]
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[46]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Apartment destructibility
Appartamenti may be destroyed in the following circumstances:[46]
- If their building was destroyed during a node siege, even if the siege was not successful.[39][46]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[48]
- If a mayor built extra apartment buildings at Town (fase 4) or higher and the Node deleveled below that stage.[46]
Freehold destructibility
Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[25][26][27][28] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[13]
- Players and their allies may defend their freehold for this period of time.[28]
- Structures and guards may be obtained to defend freeholds during this period.[28]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[13]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[26][27]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[26]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Village (fase 3) node or above, it will be destroyed.[13][27][26][49]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[27] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[50] – Steven Sharif
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[13][46][47]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[13][27][46][47]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[51]
Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[25][26][27][28] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[13]
- Players and their allies may defend their freehold for this period of time.[28]
- Structures and guards may be obtained to defend freeholds during this period.[28]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[13]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[26][27]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[26]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Village (fase 3) node or above, it will be destroyed.[13][27][26][49]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[27] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[50] – Steven Sharif
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[13][46][47]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[13][27][46][47]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[51]
See also
Riferimenti
- ↑ 1.0 1.1 Trasmissione in diretta, 2023-08-31 (22:32).
- ↑ 2.0 2.1 2.2 Trasmissione in diretta, 2020-06-26 (58:32).
- ↑ 3.0 3.1 3.2 3.3 3.4 Trasmissione in diretta, 2020-06-26 (51:58).
- ↑ 4.0 4.1 4.2 Trasmissione in diretta, 2017-05-19 (26:40).
- ↑ 5.0 5.1 5.2 5.3 Trasmissione in diretta, 2021-04-30 (1:12:33).
- ↑ 6.0 6.1 Trasmissione in diretta, 2023-06-30 (1:19:01).
- ↑ Trasmissione in diretta, 2021-07-30 (1:14:33).
- ↑ Trasmissione in diretta, 2019-06-28 (1:23:31).
- ↑
- ↑ 10.0 10.1 10.2 Trasmissione in diretta, 2023-06-30 (1:24:16).
- ↑ Trasmissione in diretta, 2021-01-29 (1:13:04).
- ↑ Trasmissione in diretta, 2018-02-09 (51:57).
- ↑ 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 13.14 13.15 13.16 13.17 13.18 13.19 13.20 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 14.0 14.1 14.2 Colloquio, 2023-07-09 (53:08).
- ↑ 15.0 15.1 Trasmissione in diretta, 2023-06-30 (26:23).
- ↑ Colloquio, 2018-05-11 (28:21).
- ↑ Development Update with Freehold Preview.
- ↑
- ↑
- ↑ Trasmissione in diretta, 2023-06-30 (1:15:34).
- ↑
- ↑ 22.0 22.1 Trasmissione in diretta, 2017-05-17 (1:03:23).
- ↑ 23.0 23.1 23.2 23.3 Trasmissione in diretta, 2023-07-28 (1:26:16).
- ↑ Trasmissione in diretta, 2023-06-30 (1:49:00).
- ↑ 25.0 25.1 25.2 Trasmissione in diretta, 2021-11-19 (54:26).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Trasmissione in diretta, 2020-08-28 (2:04:00).
- ↑ 27.00 27.01 27.02 27.03 27.04 27.05 27.06 27.07 27.08 27.09 27.10 27.11 27.12 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 Trasmissione in diretta, 2017-05-19 (28:04).
- ↑ Trasmissione in diretta, 2018-01-18 (31:05).
- ↑ Trasmissione in diretta, 2021-12-23 (1:29:27).
- ↑ Trasmissione in diretta, 2019-10-31 (36:20).
- ↑ 32.0 32.1 Trasmissione in diretta, 2019-11-22 (16:56).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Trasmissione in diretta, 2022-03-31 (1:13:00).
- ↑ 34.0 34.1 34.2 34.3 Colloquio, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 36.0 36.1 36.2 36.3 36.4 Blog: Development Update with Village Node.
- ↑ 37.0 37.1 37.2 37.3 37.4 Trasmissione in diretta, 2023-08-31 (57:23).
- ↑ Colloquio, 2023-07-09 (1:32:45).
- ↑ 39.0 39.1 Trasmissione in diretta, 2019-11-22 (17:59).
- ↑ Colloquio, 2023-07-09 (1:36:24).
- ↑ Trasmissione in diretta, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Trasmissione in diretta, 2020-04-30 (1:14:44).
- ↑
- ↑ 45.0 45.1 Trasmissione in diretta, 2020-06-26 (1:02:12).
- ↑ 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 46.8 Trasmissione in diretta, 2017-07-18 (40:14).
- ↑ 47.0 47.1 47.2 47.3 47.4 Trasmissione in diretta, 2017-11-17 (47:10).
- ↑ Trasmissione in diretta, 2021-03-26 (59:21).
- ↑ 49.0 49.1 Trasmissione in diretta, 2017-05-19 (29:34).
- ↑ 50.0 50.1 Trasmissione in diretta, 2023-06-30 (1:39:22).
- ↑ 51.0 51.1 Trasmissione in diretta, 2020-06-26 (1:00:57).