Zona de influencia

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Nodos are pre-set locations, wrapped in a zone of influence (ZOI).[1]

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.[2]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[1]

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 .[3]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.[1]

There is not a space where you will move in to do something and no node will get that experience.[5]Steven Sharif

Fases de los nodos

Illustration of node advancement from Naturaleza (fase 0) to Metropolis (fase 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.[10]Margaret Krohn

Los nodos disponen de siete (7) fases de avance, con niveles de experiencia para cada una de ellas. Cuando un nodo alcanza la experiencia requerida de la fase en la que se encuentra, avanza a la siguiente fase.[2]

Fase del nodo.[11] Símbolo Nombre alternativo.[12] Tiempo estimado de avance.[11] Sistema de alojamiento.[13]
0. Naturaleza -
1. Expedición Expedition symbol.png Encrucijada Algunas horas -
2. Campamento Encampment symbol.png Refugio Bastantes horas -
3. Aldea Village symbol.png - Algunos días Casas pequeñas
4. Pueblo - Bastantes días Casas medianas
5. Ciudad - Algunas semanas Casas grandes
6. Metrópolis Metro Bastantes semanas Mansiones

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.[10][11]

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.[14]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[15]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[16]
  • 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.[17]
  • 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.[20]
    • 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.[21]
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.[20]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.[21]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[17]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[22]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[23]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[24]
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.[24]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[25][10]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[25][26]
  • 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.[25]
  • Algunos PNJs comenzarán con actividades de construcción.[25]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[25]
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.[10]Margaret Krohn

Nodos adyacentes/vecinos

Los nodos adyacentes (nodos vecinos), comenzando por los que estén en fase de Expedición (fase 1), bloquearán el crecimiento de sus vecinos cercanos.[18][19]

Nodos vasallos

Vassal node structure.[27]

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.[27]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[2][19]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[29]
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.[29]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[30]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[2]
  • 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.[30][2]
    • 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.[10]
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.[30]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.[2]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[2]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[2]

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.[10]Margaret Krohn

Las zonas y su progresión

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.[31][32][2]

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.[33]Steven Sharif

El gestor del mundo

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.[34]

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.[35]Steven Sharif
  • Los precios de los certificados de caza.[36]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[36]
    • 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.[20]
    • 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..[21]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[36]
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.[36]Steven Sharif

Nodos en el Reino Subterráneo

Los nodos del Reino subterráneo y los nodos que están encima de ellos se consideran adyacentes pero no están dentro de la misma zona de influencia.[6][7][8]

  • Habrá "sangrado" entre los nodos del Reino Subterráneo y los nodos de la superficie en términos de influencia e interacción.[7]
    • Puede haber señales visuales en el suelo que indiquen la infuencia de los nodos subterráneos en esa área.[7]

That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[7]Steven Sharif

Zonas de castillos

E1G9zelXIAY0WNO.jpg

Los castillo de gremio ejercen influencia sobre una zona de castillos a su alrededor.[40]

Simulación de nodos

Simulation of node interactions.[47]

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.[47]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.[47]

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.[47]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.[47]

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.[47]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.[47]

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.[47]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.[47]

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.[47]Steven Sharif

Tamaño del mundo

El tamaño del mundo de Verra en el lanzamiento está previso en 1,200 km2 (kilómetros cuadrados), incluyendo tierra (480 km2) y agua/océanos (750 km2), pero excluyendo el tamaño del Reino subterráneo.[48]

  • La razón por la que se decidió ampliar el tamaño del mapa era adaptar mejor el contenido naval reducir la densidad general de contenidos en el mundo.[48]
The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[48]Steven Sharif
  • La forma de los continentes también ha cambiado y se han introducido dos nuevas islas de gran tamaño.[48]

Ver además

Referencias

  1. 1.0 1.1 1.2 Node series part I
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - The Basics.
  3. Entrevista, 2018-04-20 (7:22).
  4. Ashes of Creation FAQ.
  5. 5.0 5.1 Transmisión en vivo, 2018-07-09 (39:32).
  6. 6.0 6.1 Transmisión en vivo, 2019-03-29 (58:14).
  7. 7.0 7.1 7.2 7.3 7.4 Transmisión en vivo, 2019-03-29 (29:17).
  8. 8.0 8.1 Transmisión en vivo, 2017-05-05 (37:52).
  9. Entrevista, 2018-05-11 (55:16).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Blog - Know Your Nodes - Advance and Destroy.
  11. 11.0 11.1 11.2 A reactive world - Nodes.
  12. Transmisión en vivo, 2018-12-12 (14:48).
  13. Entrevista, 2020-07-20 (3:45).
  14. Vídeo, 2017-04-20 (0:02).
  15. Npc vending.jpg
  16. Node series part II – the Metropolis.
  17. 17.0 17.1 Transmisión en vivo, 2017-10-16 (50:20).
  18. 18.0 18.1 18.2 steven-quote-neighboring-nodes.png
  19. 19.0 19.1 19.2 19.3 jahlon-steven-vassal-nodes-quote.png
  20. 20.0 20.1 20.2 Entrevista, 2020-07-18 (10:04).
  21. 21.0 21.1 21.2 Entrevista, 2020-07-08 (1:00:15).
  22. node xp.png
  23. Transmisión en vivo, 2021-09-24 (1:21:23).
  24. 24.0 24.1 Transmisión en vivo, 2017-05-26 (28:16).
  25. 25.0 25.1 25.2 25.3 25.4 Transmisión en vivo, 2022-10-14 (55:13).
  26. Transmisión en vivo, 2017-11-17 (55:27).
  27. 27.0 27.1 27.2 27.3 Transmisión en vivo, 2022-08-26 (1:07:34).
  28. steven-stream-clarifications-august-2022.png
  29. 29.0 29.1 Transmisión en vivo, 2022-08-26 (1:04:35).
  30. 30.0 30.1 30.2 Transmisión en vivo, 2022-08-26 (1:10:16).
  31. Entrevista, 2020-07-19 (19:35).
  32. Transmisión en vivo, 2017-05-15 (30:53).
  33. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  34. Entrevista, 2020-07-19 (1:10:55).
  35. Transmisión en vivo, 2022-10-14 (57:22).
  36. 36.0 36.1 36.2 36.3 Entrevista, 2020-07-19 (1:08:22).
  37. Transmisión en vivo, 2017-05-26 (31:44).
  38. Transmisión en vivo, 2017-05-26 (42:45).
  39. Transmisión en vivo, 2017-05-24 (31:39).
  40. castle-influence.png
  41. castle-taxes2.png
  42. 42.0 42.1 castle-region.png
  43. region-overlap.png
  44. castle-metro.png
  45. Transmisión en vivo, 2021-04-30 (1:01:10).
  46. castle-taxes.png
  47. 47.00 47.01 47.02 47.03 47.04 47.05 47.06 47.07 47.08 47.09 47.10 Transmisión en vivo, 2021-09-24 (30:26).
  48. 48.0 48.1 48.2 48.3 Transmisión en vivo, 2022-08-26 (46:52).
  49. Transmisión en vivo, 2020-01-30 (1:18:12).
  50. world size.png
  51. waterlandsize.png
  52. Entrevista, 2018-08-17 (10:43).