Avance del nodo

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La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[1][2]

El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[3]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[4]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[5]
  • Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[6]
    • El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (fase 3), sin embargo, los nodos vecinos a partir de la fase Expedición (fase 1)también bloquean el avance de sus propios nodos vecinos.[7][8]
  • El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[9]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[10]
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.[9]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 close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[10]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[6]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[11]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[12]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[13]
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.[13]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[14][1]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[14][15]
  • Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[14]
  • Algunos PNJs comenzarán con actividades de construcción.[14]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[14]
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.[1]Margaret Krohn

Fases de los nodos

Illustration of node advancement from Naturaleza (fase 0) to Metropolis (fase 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.[1]Margaret Krohn

Los nodos disponen de siete (7) fases de avance, con niveles de experiencia para cada una de ellas. Cuando un nodo alcanza la experiencia requerida de la fase en la que se encuentra, avanza a la siguiente fase.[16]

Fase del nodo.[2] Símbolo Nombre alternativo.[17] Tiempo estimado de avance.[2] Sistema de alojamiento.[18]
0. Naturaleza -
1. Expedición Expedition symbol.png Encrucijada Algunas horas -
2. Campamento Encampment symbol.png Refugio Bastantes horas -
3. Aldea Village symbol.png - Algunos días Casas pequeñas
4. Pueblo - Bastantes días Casas medianas
5. Ciudad - Algunas semanas Casas grandes
6. Metrópolis Metro Bastantes semanas Mansiones

Nodos vasallos

Vassal node structure.[19]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[19]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[16][8]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[21]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[21]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[22]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[16]
  • Los nodos vasallos dan su exceso de experiencia a su nodo padre, y pueden tener sus propios nodos vasallos; siempre y cuando estén dentro de la zona de influencia del nodo padre.[22][16]
    • Si un nodo está bloqueado, y ademas de ser un nodo vasallo tiene sus propios nodos vasallos, cualquier experiencia ganada por el propio nodo o sus vasallos se aplica primero a su propio déficit. La experiencia sobrante a partir de ahí se manda al nodo padre.[1]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[22]Steven Sharif
  • Los nodos vasallos están supeditados al gobierno, alianzas, guerras, impuestos, y al comercio de su nodo padre, y pueden recibir ayuda "federal" del mismo.[16]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[16]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[16]

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.[1]Margaret Krohn

Nodos adyacentes/vecinos

Los nodos adyacentes (nodos vecinos), comenzando por los que estén en fase de Expedición (fase 1), bloquearán el crecimiento de sus vecinos cercanos.[7][8]

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[23][24][16]

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.[25]Steven Sharif

Simulación de nodos

Simulation of node interactions.[26]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[26]Steven Sharif

Los desarrolladores han creado un simulador de interacciones de nodos para prepararse para la la implementación del sistema de nodos en la Alpha-2.[26]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[26]Steven Sharif

  • También simula eventos, como PNJs atacando y deshabilitando ciertos edificios y servicios de los nodos. Si no se contrarestan estos ataques satisfactoriamente, el "marcador de salud" del nodo se verá reducido, lo que provocará una reducción de la ganancia de experiencia del nodo.[26]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[26]Steven Sharif

  • Los asedios a los nodos también se han simulado, con asedios exitosos provocando la destrucción del nodo, y con asedios fallidos, haciendo que el nodo no se destruya pero si que se desabiliten edificios o servicios; parecido a como ocurre con los eventos.[26]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[26]Steven Sharif

  • Simula las posibles consecuencias de lo que podría ocurrir por las acciones de los jugadores, como dividir una ZOI a través de una vía fluvial o hacer que los territorios se expandan a islas o entre continentes.[26]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[26]Steven Sharif

El gestor del mundo

El gestor del mundo es un algoritmo en Ashes of Creation que controla la dinámica de los elementos del mundo. Actúa como potenciador y sistema de incentivos de varias actividades, para asegurar que ciertos parámetros se mantienen dentro de sus umbrales aceptables.[27]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[28]Steven Sharif
  • Los precios de los certificados de caza.[29]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[29]
    • El algoritmo de expansión de territorio tiene en cuenta las costas cercanas, los nodos vecinos, así como el mapa de calor de los jugadores en las áreas circundantes durante las últimas semanas o meses.[9]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro..[10]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[29]
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.[29]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.[30]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[30]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything 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 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.[30]Jeffrey Bard

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[32][33]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[52]

Nodos

Pre-alpha Metropolis node.[5]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[54]

En cada servidor hay localizaciones de desorrollo o evolución cuidadosamente colocados, llamados Nodos.[2]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[61]Steven Sharif

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[16]Margaret Krohn

Debilitamiento de los nodos

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.

Los nodos acumulan cada día un déficit de experiencia basado en el niveld el nodo, llamado atrofia del nodo. The deficit is subtracted from any experience earned that day. Si queda algún déficit, se resta del reserva de experiencia del nodo.[1]

  • Un diseño anterior consistía en que los nodos podían bajar de nivel en función de la atrofia acumulada.[10][1]
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.[10]Steven Sharif

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.[16]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.[1]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[63]

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.[66]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.[63]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.[71]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[63]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[72]
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.[72]Steven Sharif

Cultural influences

Alpha-1 Aldea node layout.[73]

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.[74]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.[74][75][1]

  • La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[74]
  • El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[74]
    • 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.[75]
    • Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[76]
  • Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[77]

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.[76]Steven Sharif

NPC racial interaction

Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[78]Steven Sharif

Taxation

Los alcaldes pueden establecer los impuestos en sus nodos.[79]

Los alcaldes/gobernantes de los nodos asignan recursos, impuestos, and misiones para ayudar a desarrollar las defensas de los nodos.[82]

  • El dinero de los impuestos solo se puede destinar al desarrollo de los nodos. Este oro no puede ser retirado por el alcalde ni por ningún otro jugador.[22][83]
  • Las tasas de los impuestos varían según el momento en el que el jugador se unió al nodo como ciudadano. el objetivo de esto, es aplicar cierta presión financiera sobre las poblaciones de los nodos, haciendo que los impuestos sean cada vez más altos conforme el nodo avanza en lugar de establecer límites de población.[84]

Los nodos madre (soberanos) se llevan una parte de los impuestos de la vivienda así como de los servicios que se den en cualquier de sus nodos vasallos.[22][85]

  • Estos impuestos no tienen porqué afectar a los ciudadanos, ya que los niveles de impuestos de los ciudadanos vienen impuestos directamente por su nodo,pero las finanzas del nodo si que se ven afectadas por los impuestos recaudados por los nodos madre (soberanos).[85]

Announcements and notifications

Goblins attacking a Pueblo (fase 4) node due to a triggered event.[86][87]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[88]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[88][89]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[88]

  • Local events
    • Local events (such as caravan PvP)[93][94][95] may prompt players via the UI asking if they wish to participate or not.[88]
    • Other local events may offer audible or visual cues without any UI notifications.[88]
    • Local events that have not been addressed may start to expand regionally or even globally.[88]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[88]Steven Sharif
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.[92]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[88][89]

Caminos

Alpha-1 early preview roading.[98]

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 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.[99]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[100]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.{[100]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[99]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[99]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[99]
    • Los caminos mejorarán con el avance de nodos. Los diferentes caminos establecerán la velocidad y el tipo de caravana requerido (dentro o fuera de camino).[101]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[99]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[99]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[102][70][103][104]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[102][104]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[102][70][103][105]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[70]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[102][104]
  • El agua se congelará en invierno, lo que permite a los jugadores caminar sobre el hielo, sin embargo, se bloqueará el acceso a lo que hay debajo.[104]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[106]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[107]

  • La ubicación de las entradas del Reino Subterráneo en todo el mundo suelen estar alrededor de estrechamientos naturales que existen en la superficie. Esto proporciona rutas alternativas subterráneas que pueden usarse para caravanas, raids, y otras actividades del jugador.[108][107]
  • No todas las entradas del Reino Subterráneo estarán abiertas al mismo tiempo. Estas pueden cambiar dinámicamente (según el estado de los nodos) lo que causa que rutas distintas se abran, la cuales, pueden ser más ventajosas o menos que otras rutas.[107]

Las parcelas no podrán colocarse cerca de los caminos.[109]

Player housing

Pre-alpha Empyrean freehold homestead.[110]

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.[111]

El Player housing es el alojamiento de los jugadores; siendo estos alojamiento persistente, apartamentos y parcelas.[5]

Un jugador puede poseer hasta un alojamiento de cada tipo [113] 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.[5] Fase de Aldea o superior.[114] 50.[115] Uno por personaje character por server.[116]
Parcelas Mundo abierto.[5] Fase de Aldea o superior.[5] Abundante.[115] Uno por cuenta.[116]
Alojamiento persistente Dentro del nodo.[5] Fase de Aldea o superior.[5] 8.[115] Uno por personaje por servidor.[116]

Leer más...

Trophy park

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.

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.[117]

  • Server announcements and achievements are designed to encourage groups to experience new content.[117]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[118]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[118]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[119][120]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[118][121]

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.[122]

Zonas corruptas (Corrupted areas)

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[119]

How the world 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.[127]Steven Sharif

All of our POIs and 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 in contest with it.[119]Jeffrey Bard

Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[127][119]

  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[128]
  • TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[91][127]
    • Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[128]
    • Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[129]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[129]Steven Sharif
  • Las áreas corruptas no confieren corrupción al jugador.[130]

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.[91]Steven Sharif

Ver además

Referencias

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