Architecture

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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.[1]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.[2]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[3]

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.[6]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.[3]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.[11]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[3]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[12]
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.[12]Steven Sharif

Edificios de nodo

El gobierno del nodo decide la ubicación y los tipos de edificios de nodo que serán edificador en cada sector del nodo.[15][16][17]


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.[18]Steven Sharif

Los gobernantes deciden como especializar su nodo. Una vez determinadas elecciones han sido tomadas no se podrá cambiar a otras opciones.[15]

  • 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.[19]
  • Diferentes gobernantes pueden cambiar los edificios dentro de un nodo.[15]

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.[15]

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).[15]

  • Los materiales aportados para la construcción de un edificio del nodo se pierden si el alcalde desechar el proyecto.[20]
  • El número de edificios, así como la localización de los mismos dentro de un nodo están predefinidos.[16]

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.[22]

Freehold buildings

Freehold building types.[23][24]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[25]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[25][24][26][27][28]

Freehold buildings require blueprints and materials to construct.[25][30]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[31]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[24][32]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[32]
  • Basements in freehold buildings are to be decided.[33]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[25][34][35][36][37]

  • Buildings that require permits will have additional upkeep costs.[25]

Freehold building architecture is based on the blueprint for the building.[24][38]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[38]Jeffrey Bard

Estilo artístico

Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[43]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[43]Steven Sharif

It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[44]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[45]Steven Sharif

Influencias artísticas

Las razas de los personajes son muy importantes. Estas son las decisiones que tomamos al principio de nuestra aventura en un MMORPG: La raza no solo se alinea mecánicamente con nuestras decisiones. Estas razas tienen mecánicas de juego detrás de ellas desde un punto de vista de estadísticas, además de visual, cultural e históricamente. ¿Cuáles son? ¿Qué representan estas razas? Así pues es importante que sean distintos. Todo el mundo ha visto juegos de fantasía con Elfos, Humanos y Orcos; casi hay una expectativa establecida detrás de lo que cada una de estas razas de tradicionales en la fantasía representan; y existe un riesgo, porque cuando estar creando una nueva IP o un nueva historia o mundo en un nuevo universo, un reino en donde las cosas no tienen que seguir la norma establecida, te puedes comtar ciertas libertades creativas para redefinir ciertos aspectos de una raza en particular; y eso puede ser algo bueno, porque es algo nuevo para los jugadores. Es algo único dentro del mundo que estamos construyendo y del entorno que tienes. Por lo tanto, lo que queríamos hacer era impulsar un poco más como se verían los Py´rai desde una perspectiva visual.[46]Steven Sharif

Los Kaelar tienen influencias Europeas.[50]

Los Vaelune tienen una influencia de Oriente Medio.[54]

Los Vek están influenciados por las culturas mesoamericanas.[54]

Los jugadores verán las distintas influencias de las culturas del mundo real reflejadas en las distintas razas del juego: No sólo influencias europeas, africanas o mesoamericanas. Estas culturas estarán presentes en muchas de las razas.[55]Steven Sharif

La idea es encontrar un componente base en el mundo real y tomarlo como punto de partida. A partir de ahí empiezas a fantasear y construir.[47]Steven Sharif

Gallery

Ver además

Referencias

  1. Blog - Know Your Nodes - The Basics.
  2. 2.0 2.1 2.2 Blog - Know Your Nodes - Advance and Destroy.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2018-09-27 (53:06).
  4. 4.0 4.1 Transmisión en vivo, 2022-02-25 (41:00).
  5. 5.0 5.1 Transmisión en vivo, 2020-10-30 (39:17).
  6. 6.0 6.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  7. Pódcast, 2021-04-11 (29:47).
  8. Entrevista, 2018-05-11 (54:34).
  9. Transmisión en vivo, 2017-05-26 (21:23).
  10. Pódcast, 2021-04-11 (23:36).
  11. 11.0 11.1 Entrevista, 2018-05-11 (47:27).
  12. 12.0 12.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  13. Transmisión en vivo, 2020-03-28 (1:16:03).
  14. Vídeo, 2020-03-23 (0:24).
  15. 15.0 15.1 15.2 15.3 15.4 Transmisión en vivo, 2017-05-19 (33:57).
  16. 16.0 16.1 Transmisión en vivo, 2018-01-20 (38:17).
  17. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  18. Entrevista, 2020-07-08 (55:05).
  19. Transmisión en vivo, 2022-03-31 (1:13:00).
  20. Transmisión en vivo, 2021-07-30 (1:10:09).
  21. Transmisión en vivo, 2018-09-01 (36:28).
  22. Know Your Nodes: Economic Node Type.
  23. Transmisión en vivo, 2023-06-30 (12:11).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Development Update with Freehold Preview.
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Blog: Exploring the Boundless Opportunities of Freeholds.
  26. 26.0 26.1 26.2 Transmisión en vivo, 2023-04-07 (31:49).
  27. 27.0 27.1 Node series part II – the Metropolis.
  28. Transmisión en vivo, 2017-05-24 (9:58).
  29. Vídeo, 2023-06-30 (15:34).
  30. stevenclarification.png
  31. Transmisión en vivo, 2023-06-30 (18:45).
  32. 32.0 32.1 Entrevista, 2020-07-08 (45:23).
  33. Transmisión en vivo, 2019-06-28 (1:09:22).
  34. steven-freehold-building-permits.png
  35. Entrevista, 2023-07-09 (54:46).
  36. Transmisión en vivo, 2023-06-30 (1:45:22).
  37. Tax spending.png
  38. 38.0 38.1 38.2 38.3 Transmisión en vivo, 2020-08-28 (2:14:06).
  39. Transmisión en vivo, 2023-06-30 (22:05).
  40. 40.0 40.1 Transmisión en vivo, 2020-11-30 (57:50).
  41. 41.0 41.1 cosmetic-levels.png
  42. Transmisión en vivo, 2017-05-26 (44:11).
  43. 43.0 43.1 Entrevista, 2018-10-20 (2:17:43).
  44. 44.0 44.1 Transmisión en vivo, 2023-03-31 (1:17:42).
  45. 45.0 45.1 steven-AI-artwork.png
  46. Transmisión en vivo, 2022-02-25 (49:42).
  47. 47.0 47.1 Entrevista, 2018-10-20 (3:47:17).
  48. dunirinfluence.png
  49. 49.0 49.1 49.2 Entrevista, 2018-05-11 (1:03:21).
  50. Pódcast, 2018-05-11 (31:35).
  51. Transmisión en vivo, 2022-09-30 (1:08:24).
  52. py'rai archetecture.jpg
  53. Transmisión en vivo, 2017-10-16 (15:58).
  54. 54.0 54.1 Pódcast, 2018-05-11 (31:35).
  55. Entrevista, 2018-05-11 (1:04:27).