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La Tierra salvaje es la etapa zero de avance de nodo. El area de desarrollo está vacío y deshabitado.[1]

Avance del nodo

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

Nodos vasallos

Vassal node structure.[16]

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.[16]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[17][8]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[19]
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.[19]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[20]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[17]
  • 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.[20][17]
    • 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.[20]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.[17]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[17]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[17]

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

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.[17]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:[21]

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.[24]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.[21]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.[29]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[21]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[30]
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.[30]Steven Sharif

Influencia racial

Alpha-1 Aldea node layout.[31]

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.[32]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.[32][33][1]

  • La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[32]
  • El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[32]
    • 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.[33]
    • Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[34]
  • Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[35]

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.[34]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.[36]Steven Sharif

Ver además

Referencias

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Blog - Know Your Nodes - Advance and Destroy.
  2. A reactive world - Nodes.
  3. Vídeo, 2017-04-20 (0:02).
  4. Npc vending.jpg
  5. Node series part II – the Metropolis.
  6. 6.0 6.1 Transmisión en vivo, 2017-10-16 (50:20).
  7. 7.0 7.1 steven-quote-neighboring-nodes.png
  8. 8.0 8.1 8.2 jahlon-steven-vassal-nodes-quote.png
  9. 9.0 9.1 Entrevista, 2020-07-18 (10:04).
  10. 10.0 10.1 Entrevista, 2020-07-08 (1:00:15).
  11. node xp.png
  12. Transmisión en vivo, 2021-09-24 (1:21:23).
  13. 13.0 13.1 Transmisión en vivo, 2017-05-26 (28:16).
  14. 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2022-10-14 (55:13).
  15. Transmisión en vivo, 2017-11-17 (55:27).
  16. 16.0 16.1 16.2 Transmisión en vivo, 2022-08-26 (1:07:34).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 Blog - Know Your Nodes - The Basics.
  18. steven-stream-clarifications-august-2022.png
  19. 19.0 19.1 Transmisión en vivo, 2022-08-26 (1:04:35).
  20. 20.0 20.1 20.2 Transmisión en vivo, 2022-08-26 (1:10:16).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 Transmisión en vivo, 2018-09-27 (53:06).
  22. 22.0 22.1 Transmisión en vivo, 2022-02-25 (41:00).
  23. 23.0 23.1 Transmisión en vivo, 2020-10-30 (39:17).
  24. 24.0 24.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  25. Pódcast, 2021-04-11 (29:47).
  26. Entrevista, 2018-05-11 (54:34).
  27. Transmisión en vivo, 2017-05-26 (21:23).
  28. Pódcast, 2021-04-11 (23:36).
  29. 29.0 29.1 Entrevista, 2018-05-11 (47:27).
  30. 30.0 30.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  31. Transmisión en vivo, 2020-06-26 (45:32).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Transmisión en vivo, 2022-03-31 (4:57).
  33. 33.0 33.1 Entrevista, 2021-02-07 (33:00).
  34. 34.0 34.1 Entrevista, 2018-05-11 (1:00:19).
  35. 35.0 35.1 35.2 Pódcast, 2018-04-23 (29:56).
  36. 36.0 36.1 Entrevista, 2023-07-09 (1:35:28).