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Buildings within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[3]

Node service buildings

El gobierno del nodo decide la ubicación y los tipos de edificios de nodo que serán edificador en cada sector del nodo.[8][9][10]


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.[17]Steven Sharif

Los gobernantes deciden como especializar su nodo. Una vez determinadas elecciones han sido tomadas no se podrá cambiar a otras opciones.[8]

  • 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.[18]
  • Diferentes gobernantes pueden cambiar los edificios dentro de un nodo.[8]

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.[8]

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).[8]

  • Los materiales aportados para la construcción de un edificio del nodo se pierden si el alcalde desechar el proyecto.[19]
  • El número de edificios, así como la localización de los mismos dentro de un nodo están predefinidos.[9]

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.[20]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.[21]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[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.[25]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.[22]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.[30]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[22]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[31]
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.[31]Steven Sharif

Influencia racial

Alpha-1 Aldea node layout.[32]

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.[33]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.[33][34][21]

  • La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[33]
  • El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[33]
    • 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.[34]
    • Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[35]
  • Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[36]

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.[35]Steven Sharif

Destrucción de edificios de nodo

Destructible castle.[37]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[38]Steven Sharif

Los edificios de nodo (incluyendolas casas de los jugadores) tienen puntos de golpe y pueden ser dañados o destruidos de diferentes formas.[18][39]

Si un edificio sufre más de, aproximadamente, un 25% de daño, cualquier PNJ o servicio ofrecido por ese edificio no estará disponible hasta que el edificio haya sido reparado.[39]

  • Los jugadores deben reparar los edificios dañados (o reconstruir los destruidos) para reactivar los servicios de esos edificios en particular.[18][39][41]
    • Los ciudadanos necesitarán obtener los recursos necesarios para reparar y reconstruir las infraestructuras dañadas.[39][41]
    • Los edificios más avanzados requerirán más recursos para ser reparados. Es probable que losalojamientos dentro del nodo requieran una menor cantidad de recursos para su reparación.[42]

Los edificios que sufren daños significativos se destruyen y aparecen como escombros en el terreno que ocupaban.[18]

  • El gobierno del nodo debe limpiar cualquier escombro de las parcelas antes de poder reconstruir cualquier edificio. Cualquier requisito previo para la construcción del edificio debe cumplirse de antemano.[18]
    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.[18]Steven Sharif
  • Si el nodo es destruido por un asedio, el campo de escombros que quede contendrá botín que los vencedores del asedio podrán saquear.[43][39][44][45]

List of service buildings

Alpha-2 Service buildings work-in-progress UI.[49]

All the services that come default with the node, we as a design team deemed essential: We want caravans to move around the world, so everyone should have a Caravansary. You want players to have storage, so everyone should have a Warehouse. But that doesn't mean those default buildings can't be upgraded and specialized themselves. But the empty plots are where you really get to start specializing your node.[49]Chris Justo

Freehold buildings

Freehold building types.[50][12]

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.[11]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[11][12][13][3][14]

Freehold buildings require blueprints and materials to construct.[11][52]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[53]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[12][54]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[54]
  • Basements in freehold buildings are to be decided.[55]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][56][57][58][59]

  • Buildings that require permits will have additional upkeep costs.[11]

Freehold building architecture is based on the blueprint for the building.[12][60]

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.[60]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[65][12]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[65]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[13][66][67][3][14]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[11][69]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[69][13]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[11]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[68]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[70]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[72]

Naming buildings

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[73]

Freehold building skins

Sunbeam's Remembrance medium homestead cosmetic freehold building skin.[74]

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.[11]

Freehold building skins were offered as Kickstarter and El verano de la financiación rewards and were available in pre-order packs.[61][75][76][77][78]

  • Freehold building skins can also be achieved in-game.[79]
  • Freehold building cosmetics cannot be sold or traded with other players.[80][61]
Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[79]Steven Sharif
  • A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[83]
Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[79]Steven Sharif

Freehold building destruction

Las parcelas podrán ser atacadas por cualquier jugador[85] durante las dos horas siguientes [21] de un asedio satisfactoruio contra su nodo madre.[86]

  • Los jugadores y sus aliados podrán defender su parcela durante este período de tiempo.[86]
  • Diferentes estructuras y guardiass se pueden conseguir para defender la parcela durante este tiempo.[86]

Después del período de dos horas de combate abierto después de un asedio a un nodo satisfactorio, cualquier parcela que quede permanecerá durante un perído de gracia de apenas una semana donde otro nodo puede tomas posesión de la zona de influencia de la parcela.[85][21]

  • El propietario de la parcela deberá iniciar una misión para que su parcela sea adoptada por un nuevo nodo si es que existe.[85]
  • Al terminar el período de gracia, si la parcela no está dentro de la zona de influencia de un nodo en fase 3 (Aldea) o superior, será destruído.[87]
  • Los jugadores que se han registrado como defensores de su nodo no pueden saquear sus propias parcelas destruídas.[88]

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.[21]Margaret Krohn

Visuales

Ver además

Referencias

  1. Blog: Creative Director's Letter
  2. Transmisión en vivo, 2020-01-30 (1:01:59).
  3. 3.0 3.1 3.2 3.3 3.4 Node series part II – the Metropolis.
  4. Blog: Development Update with Village Node.
  5. Transmisión en vivo, 2023-08-31 (50:25).
  6. Vídeo, 2023-08-31 (2:59).
  7. Entrevista, 2023-07-09 (1:32:45).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Transmisión en vivo, 2017-05-19 (33:57).
  9. 9.0 9.1 9.2 Transmisión en vivo, 2018-01-20 (38:17).
  10. 10.0 10.1 Transmisión en vivo, 2018-04-8 (PM) (51:49).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 Blog: Exploring the Boundless Opportunities of Freeholds.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Development Update with Freehold Preview.
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Transmisión en vivo, 2023-04-07 (31:49).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2017-05-24 (9:58).
  15. Transmisión en vivo, 2020-03-28 (1:16:03).
  16. Vídeo, 2020-03-23 (0:24).
  17. Entrevista, 2020-07-08 (55:05).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 Transmisión en vivo, 2022-03-31 (1:13:00).
  19. Transmisión en vivo, 2021-07-30 (1:10:09).
  20. Blog - Know Your Nodes - The Basics.
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Blog - Know Your Nodes - Advance and Destroy.
  22. 22.0 22.1 22.2 22.3 22.4 22.5 Transmisión en vivo, 2018-09-27 (53:06).
  23. 23.0 23.1 Transmisión en vivo, 2022-02-25 (41:00).
  24. 24.0 24.1 Transmisión en vivo, 2020-10-30 (39:17).
  25. 25.0 25.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  26. Pódcast, 2021-04-11 (29:47).
  27. Entrevista, 2018-05-11 (54:34).
  28. Transmisión en vivo, 2017-05-26 (21:23).
  29. Pódcast, 2021-04-11 (23:36).
  30. 30.0 30.1 Entrevista, 2018-05-11 (47:27).
  31. 31.0 31.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  32. Transmisión en vivo, 2020-06-26 (45:32).
  33. 33.0 33.1 33.2 33.3 33.4 Transmisión en vivo, 2022-03-31 (4:57).
  34. 34.0 34.1 Entrevista, 2021-02-07 (33:00).
  35. 35.0 35.1 Entrevista, 2018-05-11 (1:00:19).
  36. Pódcast, 2018-04-23 (29:56).
  37. Transmisión en vivo, 2019-10-31 (36:20).
  38. 38.0 38.1 Transmisión en vivo, 2019-11-22 (16:56).
  39. 39.0 39.1 39.2 39.3 39.4 Entrevista, 2020-07-08 (57:46).
  40. Forums - Livestream Q&A 2022-08-26.
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  42. Entrevista, 2020-07-08 (59:38).
  43. Pódcast, 2021-09-29 (14:21).
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  47. Transmisión en vivo, 2017-07-18 (40:14).
  48. Transmisión en vivo, 2017-11-17 (47:10).
  49. 49.0 49.1 Vídeo, 2023-08-31 (33:07).
  50. Transmisión en vivo, 2023-06-30 (12:11).
  51. Vídeo, 2023-06-30 (15:34).
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  53. Transmisión en vivo, 2023-06-30 (18:45).
  54. 54.0 54.1 Entrevista, 2020-07-08 (45:23).
  55. Transmisión en vivo, 2019-06-28 (1:09:22).
  56. 56.0 56.1 steven-freehold-building-permits.png
  57. 57.0 57.1 57.2 Entrevista, 2023-07-09 (54:46).
  58. 58.0 58.1 58.2 Transmisión en vivo, 2023-06-30 (1:45:22).
  59. 59.0 59.1 59.2 Tax spending.png
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  65. 65.0 65.1 Transmisión en vivo, 2023-06-30 (7:36).
  66. 66.0 66.1 Transmisión en vivo, 2020-05-29 (41:27).
  67. Transmisión en vivo, 2017-10-16 (56:42).
  68. 68.0 68.1 Transmisión en vivo, 2023-06-30 (1:21:48).
  69. 69.0 69.1 Entrevista, 2023-07-09 (33:55).
  70. Transmisión en vivo, 2023-06-30 (1:36:52).
  71. steven-target-dummies.png
  72. Transmisión en vivo, 2024-01-31 (1:24:57).
  73. Transmisión en vivo, 2018-10-31 (46:18).
  74. Ashes of Creation Store: Sunbeam's Remembrance.
  75. pre-order-tiers.png
  76. What is included with my Pre-Order package?
  77. Warrior of Old.png
  78. Summer Warrior of Old.png
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  80. steven-selling-blueprints.png
  81. 81.0 81.1 Transmisión en vivo, 2023-06-30 (1:15:34).
  82. steven-freehold-skin-types.png
  83. Transmisión en vivo, 2023-06-30 (1:21:07).
  84. Entrevista, 2023-07-09 (31:18).
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  86. 86.0 86.1 86.2 Transmisión en vivo, 2017-05-19 (28:04).
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  88. Transmisión en vivo, 2021-02-26 (1:11:13).