Edificios de nodo

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Template:Node buildings

Edificios de nodo únicos

Cada tipo de nodo tiene asociado un edificio único que puede ser "activado" en la fase de aldea dentro del avance del nodo. Este edificio único juega un rol principal dentro del progreso de la civilización en el servidor.[2]

Edificios de nodo edificables

El gobierno del nodo decide la ubicación y los tipos de edificios de nodo que serán edificador en cada sector del nodo.[5][6][7]


These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[8]Steven Sharif

Los gobernantes deciden como especializar su nodo. Una vez determinadas elecciones han sido tomadas no se podrá cambiar a otras opciones.[5]

  • Los edificios del nodo disponen de un "arbol tecnológico" basado en la etapa del nodo. Cada etapa ofrece mejores servicios al nodo, pero se debe cumplis con los requisitos previos para la construcción del edificio.[9]
  • Diferentes gobernantes pueden cambiar los edificios dentro de un nodo.[5]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[5]

Cuando el tipo de edificios haya sido escogido, la comunidad tiene que traer rrecursos al nodo (empleando caravanas) ay unirse para construirlos (mediante misiones y similares).[5]

  • Los materiales aportados para la construcción de un edificio del nodo se pierden si el alcalde desechar el proyecto.[10]
  • El número de edificios, así como la localización de los mismos dentro de un nodo están predefinidos.[6]

Building destruction

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[9][12]

We want destruction to be a very core element of how players make their way through the world.[12]Steven Sharif

Habrá formas de reparar estructuras destructibles (como muros y puertas) también de reparar (o volver a fabricar) armas de asedio dañadas durante los asedios.[13]

Estilo y diseño de los nodos

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.[14]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.[15]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[16]

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.[19]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.[16]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.[24]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[16]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[25]
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.[25]Steven Sharif

Influencia racial

Alpha-1 Aldea node layout.[26]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[27]Steven Sharif

La influencia cultural se manifiesta diferentes formas, desde la estética de los nodos y el equipo hasta en el lenguaje de los PNJ y el lore.[27][28][15]

  • La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[27]
  • El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[27]
    • Los beneficios puede que apliquen a los ciudadanos de la cultura dominante, pero también aplica a las mecánicas del nodo, lo que podrá ser beneficioso también a los miembros de otras razas.[28]
    • Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[29]
  • Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[30]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[29]Steven Sharif

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