Las zonas y su progresión

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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.[1][2][3]

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.[4]Steven Sharif

Nivel de los eventos

El nivel de un evento en particular puede basarse en el nivel del elemento que lo desencadena, o puede ajustarse en un nivel superior para impulsar el interés hacia zonas de nivel inferior.[5]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[5]Steven Sharif

La subida de nivel

Alpha-1 early iteration of the level-up effect by Jim Sanders.[6]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[6]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[7][8]

  • Algunos niveles pueden ofrecer más recompensas que otros.[13]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[13]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[14]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[16]Steven Sharif
  • Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[17]

End game

No tendremos el típico end-game en Ashes of Creation.[18]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[18]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[19]Sarah Flanagan

Nivel máximo

Se espera que el límite de nivel en el lanzamiento sea nivel 50.[20]

  • En el momento del lanzamiento, los desarrolladores prevén que el nivel máximo se podrá alcanzar en unos 45 días si se juega entre 4 y 6 horas al día.[21][22]
  • En la versión Alpha-1 la progresión fue hasta el nivel 15.[23]
  • En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[24]

Los personajes de nivel inferior tendrán una utilidad en los combates masivos (como los asedios a los nodos) que no depende directamente de su nivel, como por ejemplo manejar armas de asedio, ayudar a reparar fortificaciones, aportar buffs basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Este tipo de cosas son relevantes en el fragor de la batalla y no requieren que el jugador sea de nivel máximo o tengas uans estadísticas de combate elevadas.[25]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[21]Steven Sharif

Zone of Influence

Nodos are pre-set locations, wrapped in a zone of influence (ZOI).[26]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[3]Margaret Krohn

Todos los nodos tienen una zona de alcance geográfico predefinido llamado Zona de Influencia (ZOI). La actividad de un jugador dentro de esta ZOI se tiene en cuenta y se contabiliza para el desarrollo y avance de ese nodo[26]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[27]Jeffrey Bard

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[26]

There is not a space where you will move in to do something and no node will get that experience.[29]Steven Sharif

Simulación de nodos

Simulation of node interactions.[34]

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.[34]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.[34]

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.[34]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.[34]

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.[34]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.[34]

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.[34]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.[34]

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.[34]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.[35][36]

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.[37]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[38]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[39]
  • 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.[40]
  • 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.[43]
    • 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.[44]
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.[43]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.[44]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[40]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[45]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[46]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[47]
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.[47]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[48][35]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[48][49]
  • 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.[48]
  • Algunos PNJs comenzarán con actividades de construcción.[48]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[48]
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.[35]Margaret Krohn

Nodos vasallos

Vassal node structure.[50]

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.[50]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[3][42]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[52]
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.[52]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[53]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[3]
  • 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.[53][3]
    • 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.[35]
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.[53]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.[3]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[3]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[3]

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.[35]Margaret Krohn

Ver además

Referencias

  1. Entrevista, 2020-07-19 (19:35).
  2. Transmisión en vivo, 2017-05-15 (30:53).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Blog - Know Your Nodes - The Basics.
  4. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  5. 5.0 5.1 Transmisión en vivo, 2022-04-29 (44:13).
  6. 6.0 6.1 Transmisión en vivo, 2020-07-31 (1:05:58).
  7. 7.0 7.1 Transmisión en vivo, 2022-10-14 (23:15).
  8. leveling.png
  9. Entrevista, 2018-10-20 (1:55).
  10. Transmisión en vivo, 2017-05-24 (46:27).
  11. Transmisión en vivo, 2022-05-27 (1:11:10).
  12. Transmisión en vivo, 2020-07-25 (1:33:37).
  13. 13.0 13.1 Transmisión en vivo, 2022-07-29 (1:24:58).
  14. 14.0 14.1 Entrevista, 2021-06-13 (48:27).
  15. Transmisión en vivo, 2018-09-27 (52:41).
  16. 16.0 16.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  17. Transmisión en vivo, 2022-04-29 (1:06:34).
  18. 18.0 18.1 Vídeo, 2018-04-05 (40:08).
  19. February 8, 2019 - Questions and Answers.
  20. Transmisión en vivo, 2017-12-15 (58:48).
  21. 21.0 21.1 Entrevista, 2020-07-08 (1:07:59).
  22. Transmisión en vivo, 2017-05-24 (19:25).
  23. Transmisión en vivo, 2021-04-30 (41:18).
  24. Transmisión en vivo, 2022-01-28 (15:35).
  25. Entrevista, 2020-07-08 (1:12:51).
  26. 26.0 26.1 26.2 Node series part I
  27. Entrevista, 2018-04-20 (7:22).
  28. Ashes of Creation FAQ.
  29. 29.0 29.1 Transmisión en vivo, 2018-07-09 (39:32).
  30. Transmisión en vivo, 2019-03-29 (58:14).
  31. Transmisión en vivo, 2019-03-29 (29:17).
  32. Transmisión en vivo, 2017-05-05 (37:52).
  33. Entrevista, 2018-05-11 (55:16).
  34. 34.00 34.01 34.02 34.03 34.04 34.05 34.06 34.07 34.08 34.09 34.10 Transmisión en vivo, 2021-09-24 (30:26).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 Blog - Know Your Nodes - Advance and Destroy.
  36. A reactive world - Nodes.
  37. Vídeo, 2017-04-20 (0:02).
  38. Npc vending.jpg
  39. Node series part II – the Metropolis.
  40. 40.0 40.1 Transmisión en vivo, 2017-10-16 (50:20).
  41. 41.0 41.1 steven-quote-neighboring-nodes.png
  42. 42.0 42.1 42.2 jahlon-steven-vassal-nodes-quote.png
  43. 43.0 43.1 Entrevista, 2020-07-18 (10:04).
  44. 44.0 44.1 Entrevista, 2020-07-08 (1:00:15).
  45. node xp.png
  46. Transmisión en vivo, 2021-09-24 (1:21:23).
  47. 47.0 47.1 Transmisión en vivo, 2017-05-26 (28:16).
  48. 48.0 48.1 48.2 48.3 48.4 Transmisión en vivo, 2022-10-14 (55:13).
  49. Transmisión en vivo, 2017-11-17 (55:27).
  50. 50.0 50.1 50.2 Transmisión en vivo, 2022-08-26 (1:07:34).
  51. steven-stream-clarifications-august-2022.png
  52. 52.0 52.1 Transmisión en vivo, 2022-08-26 (1:04:35).
  53. 53.0 53.1 53.2 Transmisión en vivo, 2022-08-26 (1:10:16).

Nodos