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Node at town stage.[1]

A town is the fourth stage of node advancement.[1]

When a Village becomes a Town, there are even more permanent structures, and a continued established local government. The development area feels well lived-in and developed at this point. Societies and Organizations begin to patronize the Town with ranking structures for players to participate in.[3]Margaret Krohn

Node advancement

Illustration of node advancement from Wilderness (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

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[2] Nodes 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.[4]

Node stage.[2] Alternate name.[5] Timeframe to advance.[2] Player housing.[6]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment 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

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

Conceptual illustration. Nodos that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[7] 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.[4]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.[8]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[9]
  • The more advanced the node is, the larger its ZOI becomes.[1]
  • 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.[7]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[10]
  • 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.[11]
    • 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.[12]

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 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.[11]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 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.[12]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[13]
  • Citizens of one node can contribute to the advancement of other nodes.[14]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[15]

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.[15]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[4][10]

  • Vassal nodes must remain at least one node stage below their parent node.[4]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[10]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[3]
    • If the parent node advances, the vassal is once again able to advance.[4]
  • 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.[4]
    • 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.[4]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[4]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[4]

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

Node development

Alpha-1 - Layout de un nodo en etapa de Aldea.[16]

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.[16]Steven Sharif

Estilo de arquitectura racial en un nodo en etapa aldea durante el Alpha-0. Influencia Empyrean (arriba). Influencia Kaelar (abajo).[17]

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.[4]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:[18]

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.[18]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.[21]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.[22]

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.[22]Steven Sharif

Player housing

Player housing Type. Availability. Limit.
Apartamentos Instanced.[1] Village stage and higher.[23] One per server.[24]
Arrendamientos Open world.[1] Village stage and higher.[1] One per account.[24]
Static housing In-node.[1] Village stage and higher.[1] One per server.[24]

Real estate

Players buy the deeds for housing from the node itself.[25] Players can also buy and sell properties from other players.[1]

  • Housing will have a base price that scales with the number of citizens in the node.[26]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[28]
    • A grace period will occur before the housing becomes available for auction.[28]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[28]
    • At the end of the auction, the highest bidder will win the house.[28]
  • Static housing and apartments can be listed and sold to other players.[29][30]

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.[31]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[26]
  • Players will not be able to exceed their allotment of housing in the game.[34]

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.[34]Steven Sharif

Rental and leasing concepts are currently under consideration.[34]

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.[34]Steven Sharif

Housing benefits

Player housing offers a number of benefits:[29][35]

  • Ability to claim citizenship to a node.[36]
  • Each different type of housing offers different benefits.[31]
    • Additional benefits are granted to home owners who are also citizens of that node.[31]
  • Ability to place furniture and other decor items.[37][16][38]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[39]
    • Each size of player-owned housing determines how many decor items can be placed in it.[29]
  • Storage containers.[38][35]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[38]
    • Different grades of storage containers have different inventory capacities.[38]
  • Elaboración benches to craft furniture and other items.[16][35]
  • Prized items can be displayed within a house.[35]
  • Logros and trophies may be displayed.[35]
  • Social activities.[35]
  • May provide proximity based bonuses.[35]

Caravanas

Caravanas facilitate the transfer of goods for players wishing to turn a profit.[41]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravanas facilitate the transfer of goods for players wishing to turn a profit.[41]

  • Caravans can transport goods for more than one player.[45]

Asedios de nodos

Asedios de nodos (Pre-alpha footage).[47]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[3]Margaret Krohn

Asedios de nodos enable players to destroy nodes.[3] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[2]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[2]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![48]Steven Sharif

Nodes can delevel based on node atrophy.[3]

Trophy park

Trophy park is an area within Town, City 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.[49]

  • Server announcements and achievements are designed to encourage groups to experience new content.[49]

Monster coin events

Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[50]

Artwork

See also

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 A reactive world - Nodes.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Blog - Know Your Nodes - The Basics.
  5. Transmisión en vivo, 2018-12-12 (14:48).
  6. Entrevista, 2020-07-20 (3:45).
  7. 7.0 7.1 7.2 Transmisión en vivo, 2017-10-16 (50:20).
  8. Vídeo, 2017-04-20 (0:02).
  9. Npc vending.jpg
  10. 10.0 10.1 10.2 jahlon-steven-vassal-nodes-quote.png
  11. 11.0 11.1 Entrevista, 2020-07-18 (10:04).
  12. 12.0 12.1 Entrevista, 2020-07-08 (1:00:15).
  13. Transmisión en vivo, 2017-11-17 (55:27).
  14. node xp.png
  15. 15.0 15.1 Transmisión en vivo, 2017-05-26 (28:16).
  16. 16.0 16.1 16.2 16.3 Transmisión en vivo, 2020-06-26 (45:32).
  17. Transmisión en vivo, 2018-02-09 (33:50).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Transmisión en vivo, 2018-09-27 (53:06).
  19. 19.0 19.1 Entrevista, 2018-05-11 (54:34).
  20. Transmisión en vivo, 2017-05-26 (21:23).
  21. 21.0 21.1 Entrevista, 2018-05-11 (47:27).
  22. 22.0 22.1 Entrevista, 2018-05-11 (1:00:19).
  23. Steven Sharif - Clarification points from today’s stream.
  24. 24.0 24.1 24.2 Entrevista, 2018-05-11 (50:47).
  25. MMOGames interview, January 2017
  26. 26.0 26.1 Transmisión en vivo, 2020-06-26 (53:41).
  27. Transmisión en vivo, 2017-05-12 (52:01).
  28. 28.0 28.1 28.2 28.3 Transmisión en vivo, 2017-05-12 (55:01).
  29. 29.0 29.1 29.2 29.3 Transmisión en vivo, 2020-06-26 (47:32).
  30. Transmisión en vivo, 2020-06-26 (54:03).
  31. 31.0 31.1 31.2 31.3 Entrevista, 2020-07-08 (33:34).
  32. Transmisión en vivo, 2020-06-26 (1:02:12).
  33. Transmisión en vivo, 2020-06-26 (56:08).
  34. 34.0 34.1 34.2 34.3 Transmisión en vivo, 2019-05-30 (1:23:41).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Transmisión en vivo, 2017-05-05 (30:53).
  36. Citizenship.png
  37. Entrevista, 2020-07-08 (40:20).
  38. 38.0 38.1 38.2 38.3 Vídeo, 2020-05-31 (47:32).
  39. Transmisión en vivo, 2020-06-26 (53:20).
  40. Transmisión en vivo, 2020-05-29 (1:03:35).
  41. 41.0 41.1 About Ashes of Creation.
  42. Vídeo, 2019-07-16 (0:00s).
  43. Transmisión en vivo, 2017-05-15 (45:20).
  44. Entrevista, 2017-01-20 (4:19).
  45. Entrevista, 2018-05-11 (28:21).
  46. flagging.jpg
  47. Vídeo, 2016-12-04 (0:02).
  48. Vídeo, 2017-04-30 (5:31).
  49. 49.0 49.1 Podcast, 2018-08-04 (1:35:58).
  50. Transmisión en vivo, 2017-05-03 (36:25).