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Campamento
An encampment is the second stage of node advancement.[1]
Avance del nodo
La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[3][4]
El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[5]
- Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[6]
- Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[7]
- Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[8]
- El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (fase 3), sin embargo, los nodos vecinos a partir de la fase Expedición (fase 1)también bloquean el avance de sus propios nodos vecinos.[9][10]
- El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[11]
- Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[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
- Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[8]
- Los ciudadanos de un nodo pueden contribuir al avance de otros.[13]
- El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[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
La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[16][3]
- Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[16][17]
- Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[16]
- Algunos PNJs comenzarán con actividades de construcción.[16]
- Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[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.[3] – Margaret Krohn
Node development
El diseño de un nodo y su estilo es determinado por varios factores:[19]
- La localización y el entorno (bioma) del nodo.[20][21][19]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[20] – Steven Sharif
- Los nodos ajustarán la topografía local para adaptarse a los requisitos estéticos y mecánicos del nodo.[22]
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.[22] – Steven Sharif
- El tipo de nodo.[19]
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.[19] – Jeffrey Bard
- La raza que contribuya con el porcentaje más alto al avance del nodo modificará la apariencia racial de sus edificios, NPCs y objetos.[23][21][3][19][24][25]
- Las razas relacionadas entre ellas no combinan sus influencias culturales. Por ejemplo, los Py'Rai y los Empyrean cuentan como culturas diferentes. Su raza madre, los Pyrian, ya no existen.[26]
- Este cambio de estilo y cultura ocurre en cada etapa del nodo.[3]
- Esto aplica para todos los nodos, incluso los nodos de castillo.[27]
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.[27] – Steven Sharif
- El resto es determinado por el alcalde del nodo.[19]
- Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[28]
- Q: How long would you say it will take players on average to fill slash 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.[28] – Steven Sharif
Artwork
Ver además
- ↑ 1.0 1.1 Node series part II – the Metropolis.
- ↑ Transmisión en vivo, 2017-09-03 (43:34).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 8.0 8.1 Transmisión en vivo, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ 11.0 11.1 Entrevista, 2020-07-18 (10:04).
- ↑ 12.0 12.1 Entrevista, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:21:23).
- ↑ 15.0 15.1 Transmisión en vivo, 2017-05-26 (28:16).
- ↑ 16.0 16.1 16.2 16.3 16.4 Transmisión en vivo, 2022-10-14 (55:13).
- ↑ Transmisión en vivo, 2017-11-17 (55:27).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Transmisión en vivo, 2018-09-27 (53:06).
- ↑ 20.0 20.1 Transmisión en vivo, 2022-02-25 (41:00).
- ↑ 21.0 21.1 Transmisión en vivo, 2020-10-30 (39:17).
- ↑ 22.0 22.1 Transmisión en vivo, 2021-02-26 (1:12:18).
- ↑ Pódcast, 2021-04-11 (29:47).
- ↑ Entrevista, 2018-05-11 (54:34).
- ↑ Transmisión en vivo, 2017-05-26 (21:23).
- ↑ Pódcast, 2021-04-11 (23:36).
- ↑ 27.0 27.1 Entrevista, 2018-05-11 (47:27).
- ↑ 28.0 28.1 Transmisión en vivo, 2022-07-29 (1:13:09).