Прогресс узлов

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Деятельность(квесты, сбор ресурсов, рейды и т.д.) граждан и прочих игроков внутри зоны влияния узла засчитывается в пользу развития этого Узла.[1] Существует шесть стадий развития узла.[1]

  1. Привал (Несколько часов)
  2. Лагерь (Много часов)
  3. Деревня (Несколько дней)
  4. Городок (Много дней)
  5. Город (Несколько недель)
  6. Метрополис (Много недель)
Концептуальная иллюстрация. Узлы, которые находятся в зоне влияния более развитых узлов ограничиваются уровнем ниже чем у более развитого Узла.[2]

Развитие узла открывает его уникальный контент, цена этому - ограничение прогресса кольца соседних узлов. [3]

  • Узлы быстро развиваются до первой стадии. Это открывает такие сервисы NPC как торговцев или доступ к хранилищу предметов.[4]
  • Чем развитее узел, тем больше его зона влияния.[5]
  • Менее развитые узлы (так называемые вассальные узлы) которые находятся в зоне влияния более развитого Узла все еще получают опыт, но должны будут остановиться в развитии на более нижней стадии чем более развитый узел.[2]
  • Узел не будет получать опыт от узлов в своей зоне влияния пока те не достигнут своего предела в развитии.[2]
  • Игроки автоматически перемещаются в безопасное место если они находятся в пространстве которое должны занять новые здания при развитии узла в момент их появления.[6]
  • Граждане одного узла могут вносить свой вклад в развитие других узлов.[7]
  • Точный процент прогресса узла от получения предметов или убийства монстров не будет явно указан во избежание "игр" с системой. [8]

Разные люди вкладывают в развитие узлов разные ресурсы и это было бы немного неправильно если бы вы точно знали что необходимо, потому что это бы уменьшило желание людей участвовать. [8]Стивен Шариф

Vassal nodes

Узлы greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[9]

  • Vassal nodes must remain one node stage below their parent node.[9]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[10]
    • If the parent node advances, the vassal is once again able to advance.[9]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[9]
    • 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 its own deficit. Experience beyond that is then sent to its parent node.[10]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[9]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[9]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[9]

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

Узлы

На карте каждого сервера размещены точки развития, которые называются Узлами.[1]

Узлы это предопределённые локации, окруженные зоной влияния, и в нашем мире они могут формировать поселения разного размера. Их размеры варьируются от маленьких лагерей до кипящих жизнью метрополисов. Размер поселений зависит от вклада игроков и насколько далеко они развили Узел. Игроки не создают форму Узла, но внутри нее они могут владеть кусками земли. Игроки в руководстве Узла будут иметь возможность менять типы строений и предоставляемых услуг, но по большей части Узел будет расти сам в соответствии со своим развитием (думайте об этом скорее как о NPC застраивающих город, а не как об игроках вручную закладывающих стены и строения). Зона в которой засчитывается вклад игроков в Узел больше чем, собственно, поселение, что позволяет игрокам не прекращать приключение для развития поселения. Мы называем эту зону "Зоной влияния", и это пространство где игроки помогают развивать Узел возле которого они находятся.[13]

Node atrophy

Узлы will experience atrophy and will require continued player activity in order to grow. If a node loses too much activity, then it may result in a PvE siege against that node.[14]

All Nodes have an experience deficit that accumulates daily. The deficit is based on the current level of the Node; experience earned is applied to the deficit, then any excess is added to the Node’s experience pool. At the end of the day, any remaining deficit is subtracted from the Node’s experience pool. If the deficit would cause the Node to drop under the required experience for its current level, certain flags will appear to notify the citizens that all is not well in their Node. After a short period, if the atrophy is not addressed, the Node will then delevel.[10]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[15]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[15]Стивен Шариф

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[16]

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.[9]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. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[10]Margaret Krohn

Node layout and style is determined by several factors:[17]

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.[17]Джеффри Бард

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.[20]Стивен Шариф

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[21]

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.[21]Стивен Шариф

Taxation

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[22]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[24]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[24]

Player housing

Player housing comes in the form of Static housing, Apartments and Freeholds.[5]

Player housing Type.[5] Availability.[5] Limit.[27]
Apartments Instanced. Town stage and higher. One per server.
Freeholds Open world. Village stage and higher. One per account.
Static housing In-node. Village stage and higher. One per server.

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Trophy park

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[28]

  • Server announcements and achievements are designed to encourage groups to experience new content.[28]

Adaptive content

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New points of interest (such as dungeons and world bosses) spawn as nodes develop.[29] This content adapts to the development of the zone it is in.[30]

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.[31]

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