Player housing

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]
El Player housing es el alojamiento de los jugadores; siendo estos alojamiento persistente, apartamentos y parcelas.[4]
Un jugador puede poseer hasta un alojamiento de cada tipo [5] Uno por servidor en cuanto al alojamiento persistente y los apartamentos; y una parcela por cuenta.
Player housing | Tipo. | Disponibilidad. | Disponibilidad inicial. | Límite. |
---|---|---|---|---|
Apartamentos | Instanciado.[4] | Fase de Aldea o superior.[6] | 50.[7] | Uno por personaje character por server.[8] |
Parcelas | Mundo abierto.[4] | Fase de Aldea o superior.[4] | Abundante.[7] | Uno por cuenta.[8] |
Alojamiento persistente | Dentro del nodo.[4] | Fase de Aldea o superior.[4] | 8.[7] | Uno por personaje por servidor.[8] |
- Q: Freeholds specifically are locked one per account?
- A: Correct.[8] – Steven Sharif
- Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
- A: Correct, yes.[8] – Steven Sharif
Sumario
- 1 Beneficios
- 2 Household security
- 3 Server merges
- 4 Apartamentos
- 5 Parcelas
- 6 Alojamiento persistente
- 7 Housing destructibility
- 8 Real estate
- 9 Taxes
- 10 Decoración de las casas
- 11 Estilo y diseño de los nodos
- 12 Tavern rooms
- 13 Player housing grace period
- 14 Visuals
- 15 Guías de la comunidad
- 16 Ver además
- 17 Referencias
Beneficios
Player housing offers a number of benefits:[9][10] Each different type of housing offers different benefits.[11]
- Ability to claim citizenship to a node.[12]
- Additional benefits are granted to home owners who are also citizens of that node.[11]
- Ability to place furniture and other decor items.[13][14][15]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[16]
- Each size of player-owned housing determines how many decor items can be placed in it.[9]
- Storage containers.[15][10]
- Elaboración benches to craft furniture and other items.[14][10]
- Prized items can be displayed within a house.[10]
- Logros and trophies may be displayed.[10]
- Social activities.[10]
- Housing may provide proximity based bonuses.[10]
- Players may grow crops in the garden sections of their player housing.[17][18]
Citizenship
El sistema de alojamiento ofrece la posibilidad de reclamar la ciudadanía de un nodo en fase Aldea (escenario 3) o superior.[12][20]
- Los tickets de ciudadano ofrecen ciudadanía en ciertas fases de nodo. Esta mecánica será decidida durante el testeo.[21]
- Un jugador solo puede reclamar la ciudadanía de un nodo al mismo tiempo.[22]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[23] – Steven Sharif
- Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[26] – Steven Sharif
- La ciudadanía se pierde si el nodo es destruído. Un jugador podrá cambiar su ciudadanía a otro nodo.[24]
- La ciudadanía de los nodos no está vinculada con ser miembro de un gremio. Los gremios no "poseen" nodos.[24]
- Los jugadores pueden pedir en el ayuntamiento del nodo un listado de los ciudadanos de ese nodo. Hacer click en un ciudadano mostrará información acerca de su gremio, sociedad, religión, and viviendas en propiedad.[27]
- No es obligatorio declararse ciudadano de ningún nodo. Estos jugadores no tendrán que pagar ningún impuesto, pero no disfrutarán de los beneficios de la ciudadanía.[28]
Household security
A permissions system will enable an owner to grant access to specific parts of their housing.[29][30][31]
- Ability to open the door and enter the home.[32][30][31]
- Access to crops.[30]
- Ability to deposit or withdraw items from storage containers.[33][32][30][34][35]
- Permission to use furniture or crafting stations.[32]
A property has a single owner.[29]
- Matrimonio enables family size to increase by one so that housing access can be shared.[36]
- Access lists can be used to mimic co-ownership.[31]
- Payment of taxes may be via a "gentleman's agreement".[37]
- Alcaldes are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[38]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[29] – Steven Sharif
Server merges
The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[39][40]
- Only servers that share the same timezone will be merged together.[41]
- The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[41]
- Players from the weaker server will be provided the opportunity to change their character names during the merger.[41]
- There are two options for player owned land and property depending on the difference in size of the two servers.[41]
- For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[41]
- For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[41]
- Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[42] – Steven Sharif
Apartamentos
Los apartamentos son zonas instanciadas dentro de un nodo que ofrecen funcionalidades e alojamiento .[4] Habrá un total de 50 apartamentos disponibles para comprar cuando un nodo avanza a la fase de Aldea (escenario 3). Se pueden construir edificios de apartamentos adicionales en la fase de Pueblo (escenario 4) si el alcalde decide construirlos y si hay terreno disponible para hacerlo.[7][6]
- El número de apartamentos disponibles aumenta como el nodo avanza.[6]
- Se dijo anteriormente que los apartamentos estarían disponibles en la fase de Pueblo (escenario 4) y superior.[4]
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.[6] – Steven Sharif
Apartment options
- Apartment rentals offer node citizenship.[4]
- Different price points offer different sized apartments.[4]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
- Apartments can be decorated as required.[4]
Parcelas

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.[45] – 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 (escenario 3) o superior.[4]
- Las parcelas están limitadas a una por cuenta.[8]
- Las parcelas tienen un tamaño aproximado de half an acre|medio acre.[47]
- La zona asignada de una parcela no cambia con la progresión del nodo.[48]
- Las expansiones y mejoras estarán disponibles a medida que el nodo avance allows.[47]
- Las parcelas no se pueden vender a otros jugadores.[9]
- Se requieren planos para la construcción de los edificios de las parcelas que sirven para procesar recursos y convertirlos en bienes procesados.[49][50][51][52][53]
- El mejor nivel de procesado solo se puede realizar en parcelas, por lo que obtener una parcela requerirá un gran esfuerzo.[54]
- 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.[54] – Steven Sharif
- las posadas y otros de alojamiento de jugadores son opciones que están disponibles, y que son más sencillos de conseguir, para jugadores que no necesiten los beneficios de una parcela.[49]
- 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.[49] – Steven Sharif
El sistema de parcelas interactua con otros muchsos sistemas del juego.[55]
Freehold placement
Parcelas may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[57]
- Pathing routes (Roadways).[57]
- Mazmorras and other points of interest (POIs) regardless of advancement.[57][58][59]
- Events spawn areas.[57]
- Other freehold plots.[57]
- Hard terrain features, such as mountainsides or cliffs.[60]
Freehold plots will require a certificate from the parent node in order to place the plot.[61]
- The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[62]
- Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[62] – Steven Sharif
The more advanced a node is, the more freeholds can be built within its ZOI.[4]
Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[63]
Freehold buildings
Freehold buildings can be placed on a freehold plot.[4][65]
- Herrería
- Fishery
- Forges
- Freehold farms
- Sala del gremio
- Homesteads
- Posada
- Aserradero
- Mills
- Santuarios
- Smelters
- Stables
- Taberna
Buildings will require blueprints and materials.[61]
- Basements in freehold buildings are to be decided.[66]
Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[48]
- Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[48]
- A mansion sized home may occupy up to 50% of a freehold plot.[48]
Freehold building architecture is based on the blueprint for the building.[67]
- Cosmetics can also be applied to a blueprint based on the type of building.[67]
- Players are not locked into any particular race for freehold blueprints.[68]
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.[67] – Jeffrey Bard
Freehold building placement
There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[69][47]
- Players will need to manage how these are arranged to maximize adjacency bonuses.[47]
Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[70] – Jeffrey Bard
Freehold benefits
Parcelas offer the following additional benefits.
- Freeholds allow the owner to sell consumables that are only purchasable from specific buildings.[71]
Freehold security
Players cannot steal from a freehold under normal circumstances.[72]
Players cannot Pvp while inside (the footprint of)[73] a freehold (except following a successful node siege).[74][75]
- Duelos may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[76]
- The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[74] – Steven Sharif
- NPC guards may be available for hire to defend freeholds after a successful node siege.[77] NPC guards that permanently exist on a freehold are not a planned feature.[75]
- Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
- A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[73] – Steven Sharif
Permission to decorate a freehold is restricted to the owner of the freehold.[32]
- Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[30]
Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[78]
Alojamiento persistente
El alojamiento persistente ofrece alojamiento para los jugadores no instanciado dentro de un nodo, también conocido como "in-node housing".[4]
- Los jugadores pueden comprar casas pequeñas de una habitación (cabañas) a partir de la etapa de aldea (fase de nodo 3).[4][7]
- Habrá 8 cabañas disponibles para comprar en la etapa de aldea.[7]
- La cantida de viviendas estáticas o persistentes aumenta como conforme el nodo avanza.[6]
- La arquitectura del alojamiento estático viene definida por la influencia racial del diseño y estilo del nodo.[80]
- Las tabernas y tiendas de jugadores no están vinculadas a viviendas dentro del nodo.[11]
Static housing benefits
Alojamiento persistente offers the following additional benefits.[14]
- Small Gatherable/Procesamiento areas to farm special types of crops.[14]
- Players have the ability to sell their in-node homes to other players.[81]
Static housing development

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[81] – Steven Sharif
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[81][4]
- The Aldea stage offers small housing types.[81]
- The Pueblo stage introduces medium housing types.[81]
- The Ciudad stage introduces large sized homes.[81]
- The Metropolis stage introduces mansion size houses.[81]
If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[82] – Steven Sharif
New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]
- Only the houses that existed at the Aldea stage will become main street mansions at the Metropolis stage.[4]
Housing destructibility

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 you know 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.[84] – Steven Sharif
Los edificios de nodo (incluyendolas casas de los jugadores) tienen puntos de golpe y pueden ser dañados o destruidos de diferentes formas.[85][86]
- Eventos que implican PNJs como respuesta a arcos dehistoria o por la atrofia de los nodos.[85]
- Asedios y guerras de nodo.[85]
- Puede que los atacantes no sean capaces de destruir un nodo durante un asedio. En lugar de eso quizá lleven a cabo ataques enfocados a deshabilitar ciertos edificios que ofrecen determinados servicios dentro del nodo. Estos edificios pueden ser targeteados con las armas de asedio y bombas.[84]
- Eventos peligrosos como tornados o huracanes.[87][85]
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.[86]
- Los jugadores deben reparar los edificios dañados (o reconstruir los destruidos) para reactivar los servicios de esos edificios en particular.[85][86][88]
- Los ciudadanos necesitarán obtener los recursos necesarios para reparar y reconstruir las infraestructuras dañadas.[86][88]
- 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.[89]
Los edificios que sufren daños significativos se destruyen y aparecen como escombros en el terreno que ocupaban.[85]
- 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.[85]
- 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.[85] – 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.[90][86][91][92]
- Las viviendas de los jugadores que se destruyan durante un asedio no podrán ser vendidas.[93] El mobiliario y la decoración se conservan y se pueden volver a colocar.[93][94][95]
Static housing destructibility
Después de un asedio a un nodo, el alojamiento persistente se verá reducido o destruído dependiendo del avance del nodo.[94]
- Si la vivienda fue comprada en una fase superior que la del nodo actual se destruirá; de lo contrario la vivienda se verá reducida.
Apartment destructibility
Los apartamentos pueden ser destruídos bajo las siguientes circunstancias:[94]
- Si el edificio ha sido destruído durante un asedio al nodo, incluso si el asedio ha fallado.[88][94]
- Si el alcalde decide destruír edificios de apartamentos, todos los objetos y diseños se mandarán por correo al propietario.[96]
- Si el alcalde construye edificios de apartamentos adicionales en las fase de Pueblo (escenario 4) o superior y el nodo baja de esa fase.[94]
Freehold destructibility
Las parcelas podrán ser atacadas por cualquier jugador[97] durante las dos horas siguientes [98] de un asedio satisfactoruio contra su nodo madre.[77]
- Los jugadores y sus aliados podrán defender su parcela durante este período de tiempo.[77]
- Diferentes estructuras y guardiass se pueden conseguir para defender la parcela durante este tiempo.[77]
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.[97][98]
- El propietario de la parcela deberá iniciar una misión para que su parcela sea adoptada por un nuevo nodo si es que existe.[97]
- 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.[99]
- Los jugadores que se han registrado como defensores de su nodo no pueden saquear sus propias parcelas destruídas.[100]
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.[98] – Margaret Krohn
El diseño de las viviendas de los jugadores así como las decoraciones son guardados y se pueden volver a colocar de nuevo si la vivienda es destruída durante el asedio al nodo.[94][95]
- Los planos se envían por correo al jugador para emplearlos en el futuro en una nueva localización.[98]
- Las parcelas destruídas pueden perder materiales.[98]
- Los certificados servirán de seguimiento de los principales hitos (por ejemplo Hornos y Haciendas).[94][95]
- Una posible idea de diseño es que, artículos como los muebles se coloquen en cajas a las que se puede acceder desde el interior de la nueva vivienda.[101]
Real estate
Los jugadores compran las escrituras del alojamiento en el mismo nodo.[20] Los jugadores también pueden comprar y vender propiedades de otros jugadores.[4]
- La vivienda tiene un precio base, que escalará en función del número de ciudadanos en el nodo.[102]
- El alojamiento dentro del nodo tendrá gran importancia, y se espera que esté muy disputada.[4]
- Contra más apartmentos se compren en un nodo, más alto será el precio.[43]
- Los desarrolladores están considerando un sistema de subastas para listar las nuevas propiedades disponibles cuando el nodo avance.[103]
- El alojamiento persistente y los apartmentos pueden ser vendidos a otros jugadores.[9][104]
- No hay límite a los precios para las ventas de viviendas creadas por los jugadores.[11]
- Las viviendas de los jugadores que sond estruidas durante un asedio no pueden ser vendidas.[93]
- Las parcelas no se pueden vender a otros jugadores.[9] Esta opción está sujeta a cambios en función de como vaya el testeo.[105]
There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[11] – Steven Sharif
- La propiedad de la vivienda puede regresas automaticamente al nodo si el propietario no realiza los pagos de los impuestos de la misma. Al nuevo comprador de la vivienda se le cobrará una penalización de "proceso de ejecución hipotecaria".[102]
- Los jugadores no podrán salirse del espacio de su vivienda.[106]
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[106] – Steven Sharif
Los conceptos de alquiler y arrandamiento están ahora mismo bajo consideración.[106]
Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[106] – Steven Sharif
Taxes
When a node reaches stage 3 (Aldea) and a player run government has formed, all player housing will pay taxes.[107]
- A player's tax charge will be determined by the number of structures built on their plot.[108]
Decoración de las casas
Los jugadores pueden decorar sus viviendas y otro tipo de edificios.[111]
- Las casas estarán vacías cuando se compren.[16]
- Los jugadores podrán adquirir sets pre-amueblados cuando compren su casa.[13]
- Los sets pre-amueblados serán casi exclusivamente visuales y estéticos. Sólo los objetos creados por la profesión de carpintero tendrán funcionalidad en el juego.[13]
- Los jugadores pueden colocar muebles, pinturas y obras de arte así como otros objetos decorativos en sus viviendas.[112][14][15][113][114]
- Los objetos sólo pueden colocarse en lugares adecuados para ellos. Por ejemplo: Las estatuas sólo pueden colocarse en ubicaciones exteriores (de parcelas (Freeholds) y alojamientos persistentes).[13]
- Es el tamaño, grado y tipo de la propiedad del jugador lo que determina el número y tipo de objetos de decoración se pueden colocar en ella.[112][115][9] Por ejemplo: Los muebles de mejor nivel solo podrán ser colocados en viviendas dentro del nodo de nivel mansión.[112]
- Las apariencias de los edificios pueden cambiar la forma de la vivienda, pero el espacio disponible para el mobiliario debe permanecer constante.[115]
- When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[115] – Margaret Krohn
- Los personajes podrán interactuar con elementos del mobiliario, como sentarse en sillas o tumbarse en camas.[116]
- Los jugadores no podrán alterar aspectos estructurales como ventanas y paredes.[13]
- Es posible que haya objetos decorativos que representen armas únicas disponibles en el juego.[117]
Los muebles de calidad se pueden fabricar en el juego según la habilidad del artesano.[118]
- Los objetos de decoración con funcionalidad dentro del juego estarán restringidos por completo a los creados por la profesión de Carpintería.[13]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[118] – Steven Sharif
Housing designs/blueprints
El diseño de las viviendas de los jugadores así como las decoraciones son guardados y se pueden volver a colocar de nuevo si la vivienda es destruída durante el asedio al nodo.[94][95]
- Los planos se envían por correo al jugador para emplearlos en el futuro en una nueva localización.[98]
- Las parcelas destruídas pueden perder materiales.[98]
- Los certificados servirán de seguimiento de los principales hitos (por ejemplo Hornos y Haciendas).[94][95]
- Una posible idea de diseño es que, artículos como los muebles se coloquen en cajas a las que se puede acceder desde el interior de la nueva vivienda.[101]
Housing decoration cosmetics
Estilo y diseño de los nodos

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.[119] – 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.[98] – Margaret Krohn
El diseño de un nodo y su estilo es determinado por varios factores:[120]
- La localización y el entorno (bioma) del nodo.[121][122][120]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[121] – Steven Sharif
- Los nodos ajustarán la topografía local para adaptarse a los requisitos estéticos y mecánicos del nodo.[123]
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.[123] – 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.[120] – 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.[124][122][98][120][125][126]
- 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.[127]
- Este cambio de estilo y cultura ocurre en cada etapa del nodo.[98]
- Esto aplica para todos los nodos, incluso los nodos de castillo.[128]
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.[128] – Steven Sharif
- El resto es determinado por el alcalde del nodo.[120]
- Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[129]
- 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 kind of 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.[129] – Steven Sharif
Tavern rooms
Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[130]
Player housing grace period
If a player's subscription runs out, there will be a grace period before player housing is lost.[131]
Visuals
2021-04-15 2021-04-04 2020-05-29 2018-01-19 2018-01-19
Guías de la comunidad
Ver además
Referencias
- ↑ Vídeo, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Transmisión en vivo, 2018-05-04 (32:46).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 Node series part II – the Metropolis.
- ↑
- ↑ 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Entrevista, 2018-05-11 (50:47).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Transmisión en vivo, 2020-06-26 (47:32).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Transmisión en vivo, 2017-05-10 (30:53).
- ↑ 11.0 11.1 11.2 11.3 11.4 Entrevista, 2020-07-08 (33:34).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Entrevista, 2020-07-08 (40:20).
- ↑ 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2020-06-26 (45:32).
- ↑ 15.0 15.1 15.2 15.3 15.4 Vídeo, 2020-05-31 (47:32).
- ↑ 16.0 16.1 Transmisión en vivo, 2020-06-26 (53:20).
- ↑ Transmisión en vivo, 2020-10-30 (44:22).
- ↑ Transmisión en vivo, 2017-05-05 (32:11).
- ↑ Transmisión en vivo, 2020-03-28 (1:02:56).
- ↑ 20.0 20.1 MMOGames interview, January 2017
- ↑ Transmisión en vivo, 2018-07-09 (27:12).
- ↑ Transmisión en vivo, 2017-05-19 (53:24).
- ↑ Vídeo, 2018-04-05 (41:48).
- ↑ 24.0 24.1 24.2 Entrevista, 2020-07-29 (17:26).
- ↑
- ↑ 26.0 26.1 Entrevista, 2018-05-11 (50:05).
- ↑ Transmisión en vivo, 2020-10-30 (1:01:00).
- ↑ Transmisión en vivo, 2017-05-26 (44:52).
- ↑ 29.0 29.1 29.2 Transmisión en vivo, 2020-06-26 (58:32).
- ↑ 30.0 30.1 30.2 30.3 30.4 Transmisión en vivo, 2020-06-26 (51:58).
- ↑ 31.0 31.1 31.2 Transmisión en vivo, 2017-05-19 (26:40).
- ↑ 32.0 32.1 32.2 32.3 Transmisión en vivo, 2021-04-30 (1:12:33).
- ↑ Transmisión en vivo, 2021-07-30 (1:14:33).
- ↑ Transmisión en vivo, 2019-06-28 (1:23:31).
- ↑
- ↑ Transmisión en vivo, 2021-01-29 (1:13:04).
- ↑ Transmisión en vivo, 2018-02-09 (51:57).
- ↑ Transmisión en vivo, 2020-06-26 (59:11).
- ↑
- ↑ Entrevista, 2020-07-18 (10:04).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 Transmisión en vivo, 2022-10-14 (2:53).
- ↑ Entrevista, 2020-07-18 (12:56).
- ↑ 43.0 43.1 Transmisión en vivo, 2017-05-12 (52:01).
- ↑ Transmisión en vivo, 2020-05-29 (36:29).
- ↑ Transmisión en vivo, 2020-05-29 (42:01).
- ↑ Transmisión en vivo, 2020-05-29 (35:36).
- ↑ 47.0 47.1 47.2 47.3 Transmisión en vivo, 2017-10-16 (56:42).
- ↑ 48.0 48.1 48.2 48.3 Entrevista, 2020-07-08 (45:23).
- ↑ 49.0 49.1 49.2 Transmisión en vivo, 2022-06-30 (1:09:29).
- ↑ Transmisión en vivo, 2022-02-25 (1:12:27).
- ↑ Pódcast, 2021-04-11 (40:20).
- ↑ Entrevista, 2020-03-27 (9:00).
- ↑ Transmisión en vivo, 2017-05-05 (34:15).
- ↑ 54.0 54.1 Transmisión en vivo, 2022-06-30 (1:08:02).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Transmisión en vivo, 2017-10-16 (56:38).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 57.0 57.1 57.2 57.3 57.4 Transmisión en vivo, 2017-05-19 (32:23).
- ↑ Transmisión en vivo, 2020-06-26 (1:52:33).
- ↑ Transmisión en vivo, 2018-05-09 (40:24).
- ↑
- ↑ 61.0 61.1
- ↑ 62.0 62.1 Transmisión en vivo, 2022-04-29 (1:03:44).
- ↑ Transmisión en vivo, 2017-05-26 (34:21).
- ↑ Ashes of Creation Store: Velkor's Eye.
- ↑ Transmisión en vivo, 2017-05-24 (9:58).
- ↑ Transmisión en vivo, 2019-06-28 (1:09:22).
- ↑ 67.0 67.1 67.2 Transmisión en vivo, 2020-08-28 (2:14:06).
- ↑ Transmisión en vivo, 2017-05-26 (44:11).
- ↑ Transmisión en vivo, 2020-05-29 (41:27).
- ↑ Transmisión en vivo, 2018-12-06 (44:14).
- ↑
- ↑ Transmisión en vivo, 2017-05-17 (1:03:23).
- ↑ 73.0 73.1 Entrevista, 2018-08-08 (6:44).
- ↑ 74.0 74.1 Transmisión en vivo, 2021-11-19 (54:26).
- ↑ 75.0 75.1 Transmisión en vivo, 2018-01-18 (31:05).
- ↑ Transmisión en vivo, 2021-12-23 (1:29:27).
- ↑ 77.0 77.1 77.2 77.3 Transmisión en vivo, 2017-05-19 (28:04).
- ↑ Entrevista, 2018-05-11 (28:21).
- ↑ Vídeo, 2020-05-31 (38:50).
- ↑ Transmisión en vivo, 2017-05-19 (33:57).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 81.7 81.8 Vídeo, 2020-05-31 (47:32).
- ↑
- ↑ Transmisión en vivo, 2019-10-31 (36:20).
- ↑ 84.0 84.1 Transmisión en vivo, 2019-11-22 (16:56).
- ↑ 85.0 85.1 85.2 85.3 85.4 85.5 85.6 85.7 Transmisión en vivo, 2022-03-31 (1:13:00).
- ↑ 86.0 86.1 86.2 86.3 86.4 Entrevista, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 88.0 88.1 88.2 Transmisión en vivo, 2019-11-22 (17:59).
- ↑ Entrevista, 2020-07-08 (59:38).
- ↑ Pódcast, 2021-09-29 (14:21).
- ↑ Transmisión en vivo, 2020-04-30 (1:14:44).
- ↑
- ↑ 93.0 93.1 93.2 Transmisión en vivo, 2020-06-26 (1:02:12).
- ↑ 94.0 94.1 94.2 94.3 94.4 94.5 94.6 94.7 94.8 Transmisión en vivo, 2017-07-18 (40:14).
- ↑ 95.0 95.1 95.2 95.3 95.4 Transmisión en vivo, 2017-11-17 (47:10).
- ↑ Transmisión en vivo, 2021-03-26 (59:21).
- ↑ 97.0 97.1 97.2 Transmisión en vivo, 2020-08-28 (2:04:00).
- ↑ 98.0 98.1 98.2 98.3 98.4 98.5 98.6 98.7 98.8 98.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Transmisión en vivo, 2017-05-19 (29:34).
- ↑ Transmisión en vivo, 2021-02-26 (1:11:13).
- ↑ 101.0 101.1 Transmisión en vivo, 2020-06-26 (1:00:57).
- ↑ 102.0 102.1 Transmisión en vivo, 2020-06-26 (53:41).
- ↑ 103.0 103.1 103.2 103.3 Transmisión en vivo, 2017-05-12 (55:01).
- ↑ Transmisión en vivo, 2020-06-26 (54:03).
- ↑ Transmisión en vivo, 2020-06-26 (56:08).
- ↑ 106.0 106.1 106.2 106.3 Transmisión en vivo, 2019-05-30 (1:23:41).
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-05-29 (36:18).
- ↑
- ↑ Transmisión en vivo, 2017-11-17 (26:22).
- ↑ 112.0 112.1 112.2 Transmisión en vivo, 2023-01-27 (1:35:45).
- ↑ Transmisión en vivo, 2017-05-24 (29:54).
- ↑ Transmisión en vivo, 2020-05-29 (38:04).
- ↑ 115.0 115.1 115.2 Transmisión en vivo, 2022-01-28 (1:13:55).
- ↑ Transmisión en vivo, 2017-05-22 (56:31).
- ↑ Transmisión en vivo, 2021-06-25 (1:31:04).
- ↑ 118.0 118.1 Transmisión en vivo, 2018-08-17 (10:54).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 120.0 120.1 120.2 120.3 120.4 120.5 Transmisión en vivo, 2018-09-27 (53:06).
- ↑ 121.0 121.1 Transmisión en vivo, 2022-02-25 (41:00).
- ↑ 122.0 122.1 Transmisión en vivo, 2020-10-30 (39:17).
- ↑ 123.0 123.1 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).
- ↑ 128.0 128.1 Entrevista, 2018-05-11 (47:27).
- ↑ 129.0 129.1 Transmisión en vivo, 2022-07-29 (1:13:09).
- ↑ The mighty beard!
- ↑ Transmisión en vivo, 2017-05-24 (42:22).