Buildings
Здания , предлагающие товары и услуги, а также покупаемое жилье создаются, когда узел достигает стадии деревни.[2]
Node service buildings
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[3][4][5][6][7][8][9] Service buildings are further broken down into two main types:[3][4]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[3][4]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[3][4]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[10] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[3][4]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[11][7]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[12][13]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[3][14]
План и стиль узла
Расположение и стиль узлов определяются несколькими факторами:[17][18]
- Окружающая среда (биом) и расположение узла.[19][17][18]
- Способ построения системы узлов заключается в том, что они могут существовать в 18 биомах, но в то же время должны отражать культурное влияние этих культур, которые по своей сути являются частью определенного биома.[19] – Steven Sharif
- Узлы адаптируют локальную топографию в соответствии с эстетическими и механическими требованиями узла.[20]
В настоящее время система платформы настроена таким образом, что она способна регулировать топографию профиля узла независимо от окружающей местности. Таким образом, причина этого в том, что мы хотим иметь гибкость в представлении схемы узла и того, как он по существу, как с эстетической точки зрения, так и с механической точки зрения с осадами узла - как он построен, и эта конструкция должна иметь возможность принимать разные типы рельефа. Так что это не должно зависеть от окружающего пространства. Это не значит, что окружающая территория не будет иметь никакого влияния. Так, например... мы немного экспериментируем с технологией платформы и размещаем узел на склоне горы, или на краю обрыва, или на чем-то, откуда открывается прекрасный вид. Естественно, мы будем это тестировать по мере того, как идёт работа над инструментарием узлов и над тем, как работает эта система платформы, но идея состоит в том, чтобы узел не зависел от окружающего ландшафта.[20] – Steven Sharif
Что-то определяется областью, в которой они находятся. Что-то определяется типом узла. Что-то определяется расой, развивавшей узел; а всё остальное определяет мэр.[18] – Jeffrey Bard
- Раса, которая внесла наибольший вклад в развитие узла, изменит расовый вид его зданий и НИПов.[21][22][17][16][18][23][24]
Все узлы, независимо от того, связаны ли они с замком или связаны с обычной структурой узла, имеют культурное влияние, которое распространяется на строящиеся здания и NPC.[26] – Steven Sharif
- Остальное определяется мэром узла.[18]
- В узле сможет завершиться несколько строительных проектов в рамках месячного срока правления мэра.[27]
- В: Сколько, вы бы сказали, в среднем игрокам потребуется времени, чтобы заполнить или застроить узел с первого до финального этапа — «метрополис»?
- О: Прокачать узел до определённого уровня — один момент. А вот развить узел — совсем другой; поэтому предугадать среднюю продолжительность сложно, потому что в игру вступает сразу много переменных. Играет роль количество граждан, привлечённых узлом; какую деятельность осуществляют на его территории игроки на основе таких вещей как коэффициент налогообложения или выбранная специализация узла, а также выбранных для строительства зданий. Всё это оказывает влияние на «среднее время застройки» конкретного узла. Поэтому сложно сказать, какое время в среднем потребуется, когда на это влияет столько переменных. Но идея состоит в том, что если имеется определённый проект, который игроки хотят развить на основании того, на каком уровне находится узел, они могут завершить несколько таких проектов в рамках одного срока правления мэра, а его срок правления — один месяц.[27] – Steven Sharif
Расовое влияние
Культурное влияние проявляется во многом, от внешнего вида узлов и снаряжения до языков НИПов и истории.[21][29][16]
- Внешний вид экипировки некоторых комплектов брони зависит от расы игрока.[21]
- Здания и стиль зданий узлов зависят от расы, которая внесла наибольший вклад в развитие этого узла.[21]
- Гражданам доминирующей культуры могут быть предоставлены определённые выгоды, но также может оказываться влияние на механику узла, что может быть выгодно и членам других рас.[29]
- Присутствует механика «истощения», воздействующая на опыт и влияние, чтобы предотвратить доминирование одной расы во всём мире.[30]
- НИПы по-разному реагируют на разные расы персонажей.[31]
- Разные расы НИПов обладают явственно различающимися языками, и это будет отражаться и в истории.[21]
Будет присутствовать истощение в плане опыта и влияния, и чем сильнее какая-то раса развивается в мире, тем больший эффект оно будет оказывать. Так что, если появится очень много орочьих узлов, их коэффициент истощения будет очень высоким, что осложнит борьбу за установление их культуры в новых узлах, потому что их влияние в мире выше, а в отдалённых регионах, в которых у них нет влияния, публичное мнение настроено против них.[30] – Steven Sharif
Node building destruction
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[13][34]
- NPC-driven events that are a response to story arcs or node atrophy.[13]
- Осады узлов and node wars.[13]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[33]
- Hazardous events such as tornadoes or hurricanes.[35][13]
- Mayors have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[3][14]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[3][14] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[3][14] Any Неигровые персонажи or services offered by that building will not be available until the building is repaired.[6][34]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[3][14][13][34][36]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[3][14][13]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[13]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[13] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[37][38][39][34][40][41]
- Дома игроков that is destroyed during a node siege can no longer be sold.[42] Furnishing and decorations are retained and can be placed again later.[42][43][44]
List of service buildings
- Default service buildings
- Constructible service buildings
Freehold buildings
Freehold buildings that can be placed on a freehold plot serve three main purposes.[48][47][49][2][50]
Freehold buildings require blueprints and materials to construct.[48][52]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[53]
- Some freehold buildings have multiple tiers, with different footprint sizes.[47][54]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[54]
- Basements in freehold buildings are to be decided.[55]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[48][56][57][58][59]
- Buildings that require permits will have additional upkeep costs.[48]
Freehold building architecture is based on the blueprint for the building.[47][60]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[48][47][61][62][60][63]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[60][63][62]
- Players are not locked to the racial appearance of a freehold building blueprint.[64]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[60] – Jeffrey Bard
Freehold building placement
Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[49][66][67][2][50]
- Freehold building permits to allow for a specific number and type of buildings to be placed on the freehold plot must be acquired from the node where the freehold deed was obtained.[48][56][57][58][68][59]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[48][57][58][59]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[48][69]
- On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[48]
- Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[68]
- Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[70]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[66]
- Targeting dummies are planned as placeable props with functional mechanics.[71]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[72]
Naming buildings
Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[73]
Freehold building skins
Freehold building skins were offered as Kickstarter and Summer crowdfunding rewards and were available in pre-order packs.[61][75][76][77][78]
- Freehold building skins can also be achieved in-game.[79]
- Freehold skins can be applied to blueprints matching the type of freehold building: housing, artisanship, and business.[48][79][47][61][62][60][63]
- Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[79] – Steven Sharif
- The vast majority of cosmetic freehold skins apply to homestead buildings.[49]
- A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[83]
- Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[79] – Steven Sharif
- Baronies won't impose any appearance restrictions on freehold buildings.[84]
Freehold building destruction
Наделы may be attacked by any player for a period of two hours following a successful siege against its parent node.[85][86][16][87] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[48]
- Players and their allies may defend their freehold for this period of time.[87]
- Structures and guards may be obtained to defend freeholds during this period.[87]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[48]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[86][16]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[86]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Деревня (стадия 3) node or above, it will be destroyed.[48][16][86][88]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[16] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[90] – Steven Sharif
Визуальные эффекты
2023-11-01 2023-07-01 2022-09-05 2020-02-28 2020-01-31 2018-04-01
Смотрите также
Ссылки
- ↑ Прямая трансляция, 2020-01-30 (1:01:59).
- ↑ 2.0 2.1 2.2 2.3 Node series part II – the Metropolis.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Blog: Development Update with Village Node.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Прямая трансляция, 2023-08-31 (50:25).
- ↑ Видео, 2023-08-31 (2:59).
- ↑ 6.0 6.1 Интервью, 2023-07-09 (1:32:45).
- ↑ 7.0 7.1 Прямая трансляция, 2017-05-19 (33:57).
- ↑ Прямая трансляция, 2018-01-20 (38:17).
- ↑ Прямая трансляция, 2018-04-8 (PM) (51:49).
- ↑ Прямая трансляция, 2023-08-31 (56:18).
- ↑ Прямая трансляция, 2023-08-31 (52:56).
- ↑ Видео, 2023-08-31 (34:37).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Прямая трансляция, 2022-03-31 (1:13:00).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Прямая трансляция, 2023-08-31 (57:23).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 17.0 17.1 17.2 Прямая трансляция, 2020-10-30 (39:17).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Прямая трансляция, 2018-09-27 (53:06).
- ↑ 19.0 19.1 Прямая трансляция, 2022-02-25 (41:00).
- ↑ 20.0 20.1 Прямая трансляция, 2021-02-26 (1:12:18).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 Прямая трансляция, 2022-03-31 (4:57).
- ↑ Подкаст, 2021-04-11 (29:47).
- ↑ Интервью, 2018-05-11 (54:34).
- ↑ Прямая трансляция, 2017-05-26 (21:23).
- ↑ Подкаст, 2021-04-11 (23:36).
- ↑ 26.0 26.1 Интервью, 2018-05-11 (47:27).
- ↑ 27.0 27.1 Прямая трансляция, 2022-07-29 (1:13:09).
- ↑ Прямая трансляция, 2020-06-26 (45:32).
- ↑ 29.0 29.1 Интервью, 2021-02-07 (33:00).
- ↑ 30.0 30.1 Интервью, 2018-05-11 (1:00:19).
- ↑ Подкаст, 2018-04-23 (29:56).
- ↑ Прямая трансляция, 2019-10-31 (36:20).
- ↑ 33.0 33.1 Прямая трансляция, 2019-11-22 (16:56).
- ↑ 34.0 34.1 34.2 34.3 Интервью, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Прямая трансляция, 2019-11-22 (17:59).
- ↑ Интервью, 2023-07-09 (1:36:24).
- ↑ Прямая трансляция, 2022-10-14 (52:31).
- ↑ Подкаст, 2021-09-29 (14:21).
- ↑ Прямая трансляция, 2020-04-30 (1:14:44).
- ↑
- ↑ 42.0 42.1 Прямая трансляция, 2020-06-26 (1:02:12).
- ↑ Прямая трансляция, 2017-07-18 (40:14).
- ↑ Прямая трансляция, 2017-11-17 (47:10).
- ↑ 45.0 45.1 Видео, 2023-08-31 (33:07).
- ↑ Прямая трансляция, 2023-06-30 (12:11).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 47.8 Development Update with Freehold Preview.
- ↑ 48.00 48.01 48.02 48.03 48.04 48.05 48.06 48.07 48.08 48.09 48.10 48.11 48.12 48.13 48.14 48.15 48.16 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 Прямая трансляция, 2023-04-07 (31:49).
- ↑ 50.0 50.1 Прямая трансляция, 2017-05-24 (9:58).
- ↑ Видео, 2023-06-30 (15:34).
- ↑
- ↑ Прямая трансляция, 2023-06-30 (18:45).
- ↑ 54.0 54.1 Интервью, 2020-07-08 (45:23).
- ↑ Прямая трансляция, 2019-06-28 (1:09:22).
- ↑ 56.0 56.1
- ↑ 57.0 57.1 57.2 Интервью, 2023-07-09 (54:46).
- ↑ 58.0 58.1 58.2 Прямая трансляция, 2023-06-30 (1:45:22).
- ↑ 59.0 59.1 59.2
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 Прямая трансляция, 2020-08-28 (2:14:06).
- ↑ 61.0 61.1 61.2 61.3 Прямая трансляция, 2023-06-30 (22:05).
- ↑ 62.0 62.1 62.2 62.3 Прямая трансляция, 2020-11-30 (57:50).
- ↑ 63.0 63.1 63.2 63.3
- ↑ Прямая трансляция, 2017-05-26 (44:11).
- ↑ 65.0 65.1 Прямая трансляция, 2023-06-30 (7:36).
- ↑ 66.0 66.1 Прямая трансляция, 2020-05-29 (41:27).
- ↑ Прямая трансляция, 2017-10-16 (56:42).
- ↑ 68.0 68.1 Прямая трансляция, 2023-06-30 (1:21:48).
- ↑ 69.0 69.1 Интервью, 2023-07-09 (33:55).
- ↑ Прямая трансляция, 2023-06-30 (1:36:52).
- ↑
- ↑ Прямая трансляция, 2024-01-31 (1:24:57).
- ↑ Прямая трансляция, 2018-10-31 (46:18).
- ↑ Ashes of Creation Store: Sunbeam's Remembrance.
- ↑
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑ 79.0 79.1 79.2 79.3 Прямая трансляция, 2023-06-30 (23:40).
- ↑
- ↑ 81.0 81.1 Прямая трансляция, 2023-06-30 (1:15:34).
- ↑
- ↑ Прямая трансляция, 2023-06-30 (1:21:07).
- ↑ Интервью, 2023-07-09 (31:18).
- ↑ Прямая трансляция, 2021-11-19 (54:26).
- ↑ 86.0 86.1 86.2 86.3 Прямая трансляция, 2020-08-28 (2:04:00).
- ↑ 87.0 87.1 87.2 Прямая трансляция, 2017-05-19 (28:04).
- ↑ Прямая трансляция, 2017-05-19 (29:34).
- ↑ Прямая трансляция, 2023-07-28 (1:26:16).
- ↑ Прямая трансляция, 2023-06-30 (1:39:22).