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[[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]]
 

Revisión del 05:20 17 oct 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 de influencia (ZOI).[2]

Avance del nodo

Illustration of node advancement from Expedición (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. Expedición (Few hours)
  2. Campamento (Many hours)
  3. Aldea (Few days)
  4. Pueblo (Many days)
  5. Ciudad (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 Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

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

El diseño de un nodo y su estilo es determinado por varios factores:[7]

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.[7]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.[15]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[7]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[16]
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.[16]Steven Sharif

Node government

Alpha-1 winner of Mayoral election.[17]

There are a number of different seats that can exist within a node, and carry different responsibilities.[18]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[19][18][20][21]

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.[19]Steven Sharif

Carcasa del nodo

Alojamiento persistente provides non-instanced player accommodation within a node, also known as in-node housing.[25]

Node apartments

Los apartamentos son zonas instanciadas dentro de un nodo que ofrecen funcionalidades e alojamiento .[25] Habrá un total de 50 apartamentos disponibles para comprar cuando un nodo avanza a la fase de Aldea (fase 3). Se pueden construir edificios de apartamentos adicionales en la fase de Pueblo (fase 4) si el alcalde decide construirlos y si hay terreno disponible para hacerlo.[26][27]

  • El número de apartamentos disponibles aumenta como el nodo avanza.[27]
  • Se dijo anteriormente que los apartamentos estarían disponibles en la fase de Pueblo (fase 4) y superior.[25]

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.[27]Steven Sharif

Parcelas

Parcelas in Alpha-1.[31]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[32]Jeffrey Bard

Las Parcelas son zonas de alojamiento de jugadores de un tamaño considerable que se pueden ubicar dentro de la zona de influencia (ZOI) de una Aldea (fase 3) o superior.[25]

  • Las parcelas están limitadas a una por cuenta.[34]
  • Las parcelas tienen un tamaño aproximado de half an acre|medio acre.[35]
  • Las expansiones y mejoras estarán disponibles a medida que el nodo avance allows.[35]
  • Las parcelas no se pueden vender a otros jugadores.[37]
  • Se requieren planos para la construcción de los edificios de las parcelas que sirven para procesar recursos y convertirlos en bienes procesados.[38][39][40][41][42]
    • El mejor nivel de procesado solo se puede realizar en parcelas, por lo que obtener una parcela requerirá un gran esfuerzo.[43]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[43]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[38]Steven Sharif

El sistema de parcelas interactua con otros muchsos sistemas del juego.[44]

Mercados de acciones

A medida que los nodos se van desarrollando, los gobiernos pueden abrir un bolsa de valores (también llamada mercado de valores y mercado de acciones) donde los jugadores pueden comprar y vender acciones en nodos, gremios y organizaciones sociales.[45][46]

  • No existe una comisión reguladora para restringir la compra y venta de acciones.[47]

Referencias

  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 7.3 7.4 7.5 Transmisión en vivo, 2018-09-27 (53:06).
  8. 8.0 8.1 Transmisión en vivo, 2022-02-25 (41:00).
  9. 9.0 9.1 Transmisión en vivo, 2020-10-30 (39:17).
  10. 10.0 10.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  11. Pódcast, 2021-04-11 (29:47).
  12. Entrevista, 2018-05-11 (54:34).
  13. Transmisión en vivo, 2017-05-26 (21:23).
  14. Pódcast, 2021-04-11 (23:36).
  15. 15.0 15.1 Entrevista, 2018-05-11 (47:27).
  16. 16.0 16.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  17. Transmisión en vivo, 2020-03-28 (1:02:46).
  18. 18.0 18.1 Steven Quote2.png
  19. 19.0 19.1 19.2 19.3 Transmisión en vivo, 2023-09-29 (1:07:01).
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2019-07-26 (1:20:48).
  21. MMOGames interview, January 2017
  22. Transmisión en vivo, 2017-11-17 (9:49).
  23. Transmisión en vivo, 2020-07-25 (1:52:45).
  24. Vídeo, 2020-05-31 (38:50).
  25. 25.0 25.1 25.2 25.3 25.4 Node series part II – the Metropolis.
  26. 26.0 26.1 26.2 steven-housing-numbers.png
  27. 27.0 27.1 27.2 27.3 Steven Sharif - Clarification points from today’s stream.
  28. Transmisión en vivo, 2017-05-19 (33:57).
  29. Entrevista, 2020-07-08 (33:34).
  30. Transmisión en vivo, 2017-05-12 (52:01).
  31. Transmisión en vivo, 2020-05-29 (36:29).
  32. Transmisión en vivo, 2020-05-29 (42:01).
  33. Transmisión en vivo, 2020-05-29 (35:36).
  34. Entrevista, 2018-05-11 (50:47).
  35. 35.0 35.1 Transmisión en vivo, 2017-10-16 (56:42).
  36. Entrevista, 2020-07-08 (45:23).
  37. Transmisión en vivo, 2020-06-26 (47:32).
  38. 38.0 38.1 38.2 Transmisión en vivo, 2022-06-30 (1:09:29).
  39. Transmisión en vivo, 2022-02-25 (1:12:27).
  40. Pódcast, 2021-04-11 (40:20).
  41. Entrevista, 2020-03-27 (9:00).
  42. Transmisión en vivo, 2017-05-05 (34:15).
  43. 43.0 43.1 Transmisión en vivo, 2022-06-30 (1:08:02).
  44. 44.0 44.1 44.2 44.3 44.4 44.5 Transmisión en vivo, 2017-10-16 (56:38).
  45. 45.0 45.1 Transmisión en vivo, 2017-05-17 (11:27).
  46. 46.0 46.1 Stock Exchange.jpg
  47. 47.0 47.1 Entrevista, 2018-10-20 (5:51).