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Node advancement

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Conceptual illustration. Nodos that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[1] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[2]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[3][4]

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[3]Margaret Krohn

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.[5]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[6]
  • The more advanced the node is, the larger its ZOI becomes.[7]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[1]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[10]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[11]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[10]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[11]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[1]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[12]
  • Citizens of one node can contribute to the advancement of other nodes.[13]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[14]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[14]Steven Sharif

Node stages

Illustration of node advancement from Naturaleza (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[3]Margaret Krohn

Nodos have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[2]

Node stage.[4] Alternate name.[15] Timeframe to advance.[4] Player housing.[16]
0. Naturaleza -
1. Expedición Crossroads Few hours -
2. Campamento Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[2][9]

  • Vassal nodes must remain at least one node stage below their parent node.[2]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[2]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[3]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[2]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[2]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[2]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[3]Margaret Krohn

Adjacent/Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedición (stage 1) will block (lockout) the growth of their immediate neighbors.[8][9]

Zones and progression

Mazmorras, Incursiones, Jefes de mundo, Mobs, Misiones, Events, Recursos, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[17][18][2]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[19]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[20]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[21]Steven Sharif

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[22]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[22]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[22]Jeffrey Bard

Loot tables

Monsters drop hunting certificates, Artículos and crafting materials rather than gold.[24][25]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[25]
  • Hunting certificates will also drop on a character's death.[24]
  • Hunting certificates can be traded with hunter NPCs within nodes.[24]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[21][24]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[21]
  • Hunting certificates can also be stored within node warehouses.[24]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[26][27]

Loot tables are disabled for player controlled monsters.[33]

Experience debt decreases the drop rate percentages from monsters.[34]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[35][36][37][24]


Nodo Metropolis durante la Pre-alpha .[7]

Los nodos son una ubicación preestablecida, envuelta en una zona de influencia, en nuestro mundo que puede formar ciudades de diferentes tamaños. Estos tamaños van desde un pequeño campamento hasta una incontrolable metrópolis. El tamaño de las ciudades depende de la contribución de los jugadores y de lo mucho que hayan avanzado el Nodo. Los jugadores no crean la zona de influencia de un Nodo, pero dentro de esa zona tienen la posibilidad de poseer tierras. Los jugadores que forman parte del gobierno de un Nodo específico, tendrán la capacidad de modificar los tipos de edificios y servicios, pero en su mayor parte, un Nodo crecerá a lo largo de su propio camino específico (piensa en esto más como si los PNJs construyeran estas ciudades, en lugar de los PCs individualmente poniendo edificios y paredes). El área de contribución de un Nodo es mayor que la propia ciudad, lo que permite a los jugadores aventurarse mientras construyen la ciudad. Llamamos al área de contribución la "Zona de Influencia" del Nodo, y es el área donde los jugadores ayudan a avanzar al Nodo en el que se encuentran.[38]

Alrededor de cada servidor hay puntos de desarrollo cuidadosamente colocados, llamados Nodos.[4]

Los nodos son el corazón del mundo, crean el flujo y reflujo de la vida. En su esencia, los Nodos son puntos preestablecidos en el mundo, envueltos en una Zona de Influencia y rodeados de áreas geográficas que cambian con el tiempo según la participación de los jugadores. El mapa del mundo está dividido en regiones, y cada una de ellas contiene múltiples Nodos. A medida que un nodo avanza, influye en los tipos de contenido dentro de sí mismo y de las áreas circundantes. Los jugadores no crean Nodos, pero si forman parte del gobierno de un Nodo específico, tienen la capacidad de influir en la diplomacia, y modificar los tipos de edificios/construcción y servicios dentro de ese Nodo. Habrá 103 localizaciones de Nodos en el lanzamiento, cada una con su propio impacto en la narrativa y el desarrollo del mundo.[2]Margaret Krohn

Node atrophy

Nodos can delevel based on node atrophy.[3]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[11]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[11]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[3]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[47]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[3]
  • A node cannot delevel more than a single level at a time.[3]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[3]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[11]

Deleveled nodes return to their previous stage.[3]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[3]Margaret Krohn

Node layout and style

Alpha-1 - Layout de un nodo en etapa de Aldea.[48]

Incluso en la etapa 3, la etapa de desarrollo de aldea, el layout de un nodo es considerable; y parte de este layout incluye hogares estáticos dentro del nodo disponibles para su compra.[48]Steven Sharif

Estilo de arquitectura racial en un nodo en etapa aldea durante el Alpha-0. Influencia Empyrean (arriba). Influencia Kaelar (abajo).[49]

El layout y la arquitectura del área de desarrollo de un nodo es determinada por la raza más influyente del nodo. Por ejemplo, un nodo en etapa 3 donde la mayor contribución haya sido realizada por jugadores Py'Rai, desarrollará un estilo y arquitectura Py'Rai. La mayoría de los NPCs serán elfos Py’rai, y ofrecerán misiones dentro de la narrativa de su raza.[2]Margaret Krohn

La experiencia que cada jugador aporta a un nodo también toma en cuenta su raza y otros identificadores. Cuando un nodo avanza, la raza con la mayor contribución de experiencia determina el estilo y la cultura de ese nodo. Este cambio en estilo y cultura puede ocurrir en cualquier etapa del nodo. Por ejemplo, si un nodo avance a nivel 2 - la etapa de campamento, y 51% de toda la experiencia fue obtenida por jugadores Ren'Kai, ese nodo se convertirá en un nodo Ren'Kai de nivel 2. Si luego ese mismo nodo avanza a nivel 3 - la etapa de aldea, pero los Py'Rai contribuyeron con el 62% de toda la experiencia obtenida, el nodo se transformará en un nodo Py'Rai de nivel 3. Las influencias culturales traen más que sólo cambios en la narrativa y en la estética: también le dará beneficios a la cultura dominante de la zona de influencia de ese nodo.[3]Margaret Krohn

El layout de un nodo y su estilo es determinado por varios factores:[50]

Algunas partes son determinadas por el área en la que se encuentra, por su tipo y por la raza de mayor influencia; el resto es determinado por el alcalde.[50]Jeffrey Bard

Todos los nodos, ya sea que estén asociados a un castillo o no, poseen influencias culturales que se reflejan en los edificios y los NPCs presentes.[53]Steven Sharif

Existe una mecánica de desgaste que afecta a la experiencia y la influencia de un nodo, con el fin de evitar que una sola raza domine todo el mundo.[54]

Existe el desgaste y ese desgaste en la experiencia y la influencia aumenta basado en el desempeño de la raza en el mundo. Así que si todos los nodos fuesen nodos orcos, su nivel de desgaste sería muy alto y se volvería muy difícil competir contra el establecimiento cultural de nuevos nodos, pues ellos tendrían más influencia sobre el mundo y la opinión popular estaría en su contra en aquellos nodos fuera de su control.[54]Steven Sharif

Cultural influences

Alpha-1 Aldea node layout.[48]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[55]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zona de influencia.[56][3]

  • These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.[56]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[54]

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.[54]Steven Sharif


Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[58]

  • Tax money only goes toward funding node development.[59]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[60]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[61]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[61]

Announcements and notifications

There will be global (server-wide) announcements/notifications of important events.[62]

Node advancement notifications will be broadcast depending on the node's stage.[64]

New citizens of a node may be announced in a dedicated node citizen chat channel.[65]

  • Election notices will be mailed to the accounts of citizens.[65]

Local node events, such as Caravanas will not be announced. These will rely on player word-of-mouth.[62]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[63]Steven Sharif


Alpha-1 early preview roading.[66]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[67]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[67]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[67]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[67]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[68]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[67]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[67]

Different seasons and events may affect access to various roads.[69][70][71]

  • Pathways that are open during summer may be closed during winter.[71]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[69][70][72]
    • Some events may cause specific roadways to be blocked off.[69]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[71]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[71]
    • Ice will make roads bumpy and slippery.[73]

Subreino routes will open or close dynamically (based on node states).[74]

Arrendamientos may not be placed in close proximity to roads.[75]

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[76]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[76]Steven Sharif

Player housing

Pre-alpha Empyrean freehold homestead.[79]

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.[80]

Player housing comes in the form of Static housing, Apartamentos and Arrendamientos.[7]

A player may own up to 1 of each type of housing simultaneously.[82] Static housing and Apartamentos are one per server; Arrendamientos are one per account.

Player housing Type. Availability. Starting count. Ownership limit.
Apartamentos Instanced.[7] Aldea stage and higher.[83] 50.[84] One per character per server.[85]
Arrendamientos Open world.[7] Aldea stage and higher.[7] Ample.[84] One per account.[85]
Static housing In-node.[7] Aldea stage and higher.[7] 8.[84] One per character per server.[85]

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Trophy park

Trophy park is an area within Pueblo, Ciudad or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[86]

  • Server announcements and achievements are designed to encourage groups to experience new content.[86]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[87]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[87]Jeffrey Bard

Alpha-1 preview pirate themed dynamic point of interest flythrough.[87]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[87]Steven Sharif

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[88][89] This content adapts to the node progression of the zone it is in.[87][90]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[91]

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[88]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[92]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[88]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[92][88]

  • These are sources of NPC events that players need to address before they grow out of hand.[93][92]
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events that occur players will need to participate to keep the intrusion on the material plane back.[94]
  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[94]
  • Corrupted areas do not confer corruption onto a player.[95]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[93]Steven Sharif

See also


  1. 1.0 1.1 1.2 Transmisión en vivo, 2017-10-16 (50:20).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 Blog - Know Your Nodes - The Basics.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 4.2 4.3 A reactive world - Nodes.
  5. Vídeo, 2017-04-20 (0:02).
  6. Npc vending.jpg
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Node series part II – the Metropolis.
  8. 8.0 8.1 8.2 8.3 steven-quote-neighboring-nodes.png
  9. 9.0 9.1 9.2 9.3 9.4 jahlon-steven-vassal-nodes-quote.png
  10. 10.0 10.1 10.2 Entrevista, 2020-07-18 (10:04).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Entrevista, 2020-07-08 (1:00:15).
  12. Transmisión en vivo, 2017-11-17 (55:27).
  13. node xp.png
  14. 14.0 14.1 Transmisión en vivo, 2017-05-26 (28:16).
  15. Transmisión en vivo, 2018-12-12 (14:48).
  16. Entrevista, 2020-07-20 (3:45).
  17. Entrevista, 2020-07-19 (19:35).
  18. Transmisión en vivo, 2017-05-15 (30:53).
  19. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  20. Entrevista, 2020-07-19 (1:10:55).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Entrevista, 2020-07-19 (1:08:22).
  22. 22.0 22.1 22.2 Transmisión en vivo, 2018-06-04 (39:15).
  23. dungeons-leak.png
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Entrevista, 2020-07-18 (27:11).
  25. 25.0 25.1 Transmisión en vivo, 2017-05-24 (44:14).
  26. 26.0 26.1 Entrevista, 2020-07-19 (8:43).
  27. February 8, 2019 - Questions and Answers.
  28. Entrevista, 2020-07-20 (21:57).
  29. Transmisión en vivo, 8 April 2018 (PM) (55:49).
  30. Entrevista, 2020-07-18 (1:00:15).
  31. Transmisión en vivo, 2020-07-25 (46:08).
  32. Transmisión en vivo, 2020-12-22 (1:15:01).
  33. Transmisión en vivo, 2017-05-03 (35:25).
  34. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  35. Transmisión en vivo, 2021-03-26 (1:07:33).
  36. a419c5398b542a713545e4f393d67215.png
  37. Podcast, 2017-05-05 (43:05).
  38. Node series part I
  39. Ashes of Creation - Screenshots.
  40. Blog: 10 facts about castle sieges in the MMORPG.
  41. castle nodes.png
  42. Podcast, 2018-04-23 (15:14).
  43. Entrevista, 2018-08-24 (3:44).
  44. 44.0 44.1 Transmisión en vivo, 2020-11-30 (37:16).
  45. 45.0 45.1 alpha-1-nodes.png
  46. alpha-1-zoi.png
  47. 47.0 47.1 Entrevista, 2020-07-08 (1:04:05).
  48. 48.0 48.1 48.2 Transmisión en vivo, 2020-06-26 (45:32).
  49. Transmisión en vivo, 2018-02-09 (33:50).
  50. 50.0 50.1 50.2 50.3 50.4 50.5 Transmisión en vivo, 2018-09-27 (53:06).
  51. 51.0 51.1 Entrevista, 2018-05-11 (54:34).
  52. Transmisión en vivo, 2017-05-26 (21:23).
  53. 53.0 53.1 Entrevista, 2018-05-11 (47:27).
  54. 54.0 54.1 54.2 54.3 Entrevista, 2018-05-11 (1:00:19).
  55. Transmisión en vivo, 2020-10-30 (39:17).
  56. 56.0 56.1 Entrevista, 2021-02-07 (33:00).
  57. Transmisión en vivo, 2020-03-28 (1:03:38).
  58. siege equipment.png
  59. Tax spending.png
  60. Entrevista, 2020-03-27 (0:30).
  61. 61.0 61.1 Entrevista, 2018-05-11 (57:02).
  62. 62.0 62.1 62.2 62.3 62.4 Transmisión en vivo, 2018-05-04 (48:14).
  63. 63.0 63.1 63.2 Entrevista, 2018-08-17 (24:48).
  64. 64.0 64.1 64.2 64.3 Transmisión en vivo, 2021-04-30 (1:01:10).
  65. 65.0 65.1 Transmisión en vivo, 2020-10-30 (1:01:00).
  66. Transmisión en vivo, 2021-01-29 (55:44).
  67. 67.0 67.1 67.2 67.3 67.4 67.5 Transmisión en vivo, 2021-01-29 (1:13:04).
  68. Transmisión en vivo, 2018-02-09 (45:48).
  69. 69.0 69.1 69.2 Podcast, 2021-04-11 (23:36).
  70. 70.0 70.1 Transmisión en vivo, 2020-06-26 (1:29:06).
  71. 71.0 71.1 71.2 71.3 Transmisión en vivo, 2017-05-08 (20:27).
  72. Our immersive world - Environments.
  73. frosty-roads.png
  74. Transmisión en vivo, 2020-10-30 (1:19:13).
  75. Transmisión en vivo, 2017-05-19 (32:23).
  76. 76.0 76.1 76.2 Entrevista, 2018-10-20 (2:36:25).
  77. Transmisión en vivo, 2020-07-25 (1:50:20).
  78. Transmisión en vivo, 2021-03-26 (1:12:51).
  79. Vídeo, 2017-05-25 (1:07).
  80. About Ashes of Creation.
  81. Transmisión en vivo, 2018-05-04 (32:46).
  82. player housing limits.png
  83. Steven Sharif - Clarification points from today’s stream.
  84. 84.0 84.1 84.2 steven-housing-numbers.png
  85. 85.0 85.1 85.2 Entrevista, 2018-05-11 (50:47).
  86. 86.0 86.1 Podcast, 2018-08-04 (1:35:58).
  87. 87.0 87.1 87.2 87.3 87.4 87.5 87.6 87.7 87.8 Transmisión en vivo, 2021-03-26 (50:33).
  88. 88.0 88.1 88.2 88.3 Transmisión en vivo, 2021-03-26 (22:53).
  89. Transmisión en vivo, 2017-11-17 (36:22).
  90. 90.0 90.1 90.2 90.3 90.4 Transmisión en vivo, 2017-11-17 (18:29).
  91. 91.0 91.1 91.2 91.3 MMOGames interview, January 2017
  92. 92.0 92.1 92.2 Transmisión en vivo, 2021-03-26 (50:03).
  93. 93.0 93.1 Transmisión en vivo, 2021-06-25 (1:13:30).
  94. 94.0 94.1 Transmisión en vivo, 2020-11-08 (12:47).
  95. Transmisión en vivo, 2021-06-25 (1:32:24).