Node footprint

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node areas.png

A node's footprint is the development area where the node's buildings are located.[1]

Edificios de nodo

El gobierno del nodo decide la ubicación y los tipos de edificios de nodo que serán edificador en cada sector del nodo.[4][5][6]


These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[7]Steven Sharif

Los gobernantes deciden como especializar su nodo. Una vez determinadas elecciones han sido tomadas no se podrá cambiar a otras opciones.[4]

  • Los edificios del nodo disponen de un "arbol tecnológico" basado en la etapa del nodo. Cada etapa ofrece mejores servicios al nodo, pero se debe cumplis con los requisitos previos para la construcción del edificio.[8]
  • Diferentes gobernantes pueden cambiar los edificios dentro de un nodo.[4]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[4]

Cuando el tipo de edificios haya sido escogido, la comunidad tiene que traer rrecursos al nodo (empleando caravanas) ay unirse para construirlos (mediante misiones y similares).[4]

  • Los materiales aportados para la construcción de un edificio del nodo se pierden si el alcalde desechar el proyecto.[9]
  • El número de edificios, así como la localización de los mismos dentro de un nodo están predefinidos.[5]

Node development

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.[10]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.[11]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[12]

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.[15]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.[12]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.[20]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[12]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[21]
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.[21]Steven Sharif

Destrucción de nodos

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. 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.[11]Margaret Krohn

Los nodos pueden ser destruidos apartir del nivel de Aldea (fase 3) después de un asedio exitoso contra ese nodo.[11]

  • Después de que un nodo haya sido destruído, los restos del nodo entrarán en un "estado" de ruinas y pasará a ser una zona de pvp abierta durante tantos días como el nivel del nodo destruído. Estas ruinas serán una zona de escombros con tesoros que los jugadores que entren en el área pueden saquear.[1][22][23][24][25]
    • Anteriormente se había dicho que los atacantes que participaran en el asedio tendrían derechos de saqueo exclusivo durante un tiempo después de que el nodo fuera destruido.[26] Any loot remaining after this period will be open for anyone to loot.[26]
    • Después de número de días igual al nivel del nodo destruído, este regresará a la fase de stage 0 (wilderness) y cualquier cambio que hubiera sufrido el terreno volverá a su estado original.[1][27][28]

Destrucción de edificios de nodo

Destructible castle.[32]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[33]Steven Sharif

Los edificios de nodo (incluyendolas casas de los jugadores) tienen puntos de golpe y pueden ser dañados o destruidos de diferentes formas.[8][23]

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.[23]

  • Los jugadores deben reparar los edificios dañados (o reconstruir los destruidos) para reactivar los servicios de esos edificios en particular.[8][23][35]
    • Los ciudadanos necesitarán obtener los recursos necesarios para reparar y reconstruir las infraestructuras dañadas.[23][35]
    • 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.[36]

Los edificios que sufren daños significativos se destruyen y aparecen como escombros en el terreno que ocupaban.[8]

  • 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.[8]
    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.[8]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.[22][23][24][25]

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Transmisión en vivo, 2022-10-14 (52:31).
  2. Transmisión en vivo, 2020-03-28 (1:16:03).
  3. Vídeo, 2020-03-23 (0:24).
  4. 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2017-05-19 (33:57).
  5. 5.0 5.1 Transmisión en vivo, 2018-01-20 (38:17).
  6. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  7. Entrevista, 2020-07-08 (55:05).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 Transmisión en vivo, 2022-03-31 (1:13:00).
  9. Transmisión en vivo, 2021-07-30 (1:10:09).
  10. Blog - Know Your Nodes - The Basics.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Blog - Know Your Nodes - Advance and Destroy.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Transmisión en vivo, 2018-09-27 (53:06).
  13. 13.0 13.1 Transmisión en vivo, 2022-02-25 (41:00).
  14. 14.0 14.1 Transmisión en vivo, 2020-10-30 (39:17).
  15. 15.0 15.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  16. Pódcast, 2021-04-11 (29:47).
  17. Entrevista, 2018-05-11 (54:34).
  18. Transmisión en vivo, 2017-05-26 (21:23).
  19. Pódcast, 2021-04-11 (23:36).
  20. 20.0 20.1 Entrevista, 2018-05-11 (47:27).
  21. 21.0 21.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 Pódcast, 2021-09-29 (14:21).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Entrevista, 2020-07-08 (57:46).
  24. 24.0 24.1 24.2 Transmisión en vivo, 2020-04-30 (1:14:44).
  25. 25.0 25.1 25.2 siege spoils.png
  26. 26.0 26.1 Pódcast, 2021-09-29 (15:46).
  27. Transmisión en vivo, 2020-06-26 (1:48:43).
  28. nodes-delevel-to-zero.png
  29. steven-looting-relics.png
  30. Pódcast, 2021-09-29 (10:49).
  31. Entrevista, 2020-07-18 (56:11).
  32. Transmisión en vivo, 2019-10-31 (36:20).
  33. 33.0 33.1 Transmisión en vivo, 2019-11-22 (16:56).
  34. Forums - Livestream Q&A 2022-08-26.
  35. 35.0 35.1 Transmisión en vivo, 2019-11-22 (17:59).
  36. Entrevista, 2020-07-08 (59:38).
  37. 37.0 37.1 Transmisión en vivo, 2020-06-26 (1:02:12).
  38. Transmisión en vivo, 2017-07-18 (40:14).
  39. Transmisión en vivo, 2017-11-17 (47:10).