El gestor del mundo

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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.[1]

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.[2]Steven Sharif
  • Los precios de los certificados de caza.[3]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[3]
    • 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.[4]
    • 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..[5]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[3]
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.[3]Steven Sharif

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.[6][7]

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.[8]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[9]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[10]
  • 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.[11]
  • 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.[4]
    • 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.[5]
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.[4]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.[5]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[11]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[14]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[15]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[16]
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.[16]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[17][6]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[17][18]
  • 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.[17]
  • Algunos PNJs comenzarán con actividades de construcción.[17]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[17]
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.[6]Margaret Krohn

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.[20][13]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[22]
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.[22]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[23]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[20]
  • 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.[23][20]
    • 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.[6]
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.[23]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.[20]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[20]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[20]

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.[6]Margaret Krohn

Adjacent nodes

Los nodos adyacentes (nodos vecinos), comenzando por los que estén en fase de Expedición (fase 1), bloquearán el crecimiento de sus vecinos cercanos.[12][13]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[25][26]

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.[45]

Economía

Currency concept art.[47]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[48]Jeffrey Bard

The economy in Ashes of Creation is regionalized.[49][50][51]

Economic systems require scarcity. And in a game, all scarcity is artificially created in an attempt to simulate supply/demand structures or as we would call them points of player friction. You may progress within your processing profession by being a member of a guild or family of a person who owns a freehold and has setup the infrastructure necessary for t4-5 processing. With the intent that players will be able through effort to find a way of progressing and accessing late game processing. If that is not the case through testing then we will adjust the designs as necessary in order to achieve the systems.[65]

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.[66]

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.[66]

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.[66]Jeffrey Bard

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[67]

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.[67]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[68][69]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[67][70]

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.[71]

Ver además

Referencias

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  14. node xp.png
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  49. economic-regions.png
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  65. steven-freehold-scarcity.png
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  75. jindrack-pois.png