Узлы

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На карте каждого сервера размещены точки развития, которые называются Узлами.[4]

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.[5]

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[6]Стивен Шариф

Nodes are assigned one of four (4) node types, each of which contain unique specializations.[7]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[6]
Node type.[7] Specialization.[7] NPCs.[7]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Боевая система and class training focuses Guards
Scientific nodes Artisan and construction focuses Scholars

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[8]

Node types are predetermined and are the same across all servers.[7]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[7]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[7]

Node benefits

Разные типы узлов обладают разными бонусами.[1]

Divine node benefits

Divine node benefits are not known at this time.

Economic node benefits

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[8]

Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[8]

The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[8]

Military node benefits

Military nodes enable Bounty hunters and reduced duration of corruption.[9][10]

Scientific node benefits

Scientific nodes that have reached the metropolis stage unlock the Teleportation superpower.[12]

  • Citizens of metropolis scientific nodes may teleport between the metropolis and any of its vassal nodes, regardless of the stage of the vassal node, so long as the vassal node is not at war.
  • Citizens of vassal nodes may teleport to their metropolis node and back.
  • If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.

This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[12]

Zone of influence

Узлы это предопределённые локации, обёрнутые в зону влияния (ZOI).[5]

За каждым узлом закреплёно предопределённое географическое пространство, называемое зоной влияния (ZOI). Активность игроков внутри зоны влияния регистрируется и учитывается в счёт прогресса данного узла.[5]

Каждый Узел может сформироваться в город, но ограничен своими соседями. Узлы имеют разные уровни развития. Может быть ограниченное количество узлов каждого уровня. Думайте об этом как будто продвинутым поселения нуждаются в большем пространстве. Узлы занимают всё больше земли когда растут и будут требовать больше усилий для поддержания. Эта система является основным двигателем изменений в мире потому что создаёт редкость. Когда Узлы продвигаются в стадиях развития они будут блокировать своих соседей и поглощать их зоны влияния.[5]

Производя обыденные действия, такие как выполнение квестов, сбор ресурсов и рейды, игроки имеют влияние на то какие узлы мира будут развиваться.[13]

Главным нашим отличием от других MMO является живой, дышущий, реагирующий мир... Наш мир разбит на зоны, разделённые на то что мы называем узлами. Узлы это что-то вроде невидимых зон влияния которые реагируют на то что делает игрок; когда игроки получают опыт от убийства монстров, выполнения квестов и крафта вещей, узел тоже получает опыт. Как только узел получает достаточно опыта, его уровень вырастает и он начинает привлекать к себе NPC.[14]Джеффри Бард

До одной пятой карты мира может быть занято зоной влияния метрополиса. Множество вассальных узлов внутри границ зоны влияния могут начать выглядеть как страна.[15]

Зоны влияния полностью покрывают весь мир без пробелов.[16]

Нет такого места куда можно было бы прийти и что-нибудь сделать, и ни один узел бы не получил за это опыт.[16]Стивен Шариф

Прогресс узлов

Деятельность(квесты, сбор ресурсов, рейды и т.д.) граждан и прочих игроков внутри зоны влияния узла засчитывается в пользу развития этого Узла.[4] Существует шесть стадий развития узла.[4]

  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.[17]

Развитие узла открывает его уникальный контент, цена этому - ограничение прогресса кольца соседних узлов. [18]

  • Узлы быстро развиваются до первой стадии. Это открывает такие сервисы NPC как торговцев или доступ к хранилищу предметов.[19]
  • Чем развитее узел, тем больше его зона влияния.[1]
  • 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.[17]
  • Узел не будет получать опыт от узлов в своей зоне влияния пока те не достигнут своего предела в развитии.[17]
  • Игроки автоматически перемещаются в безопасное место если они находятся в пространстве которое должны занять новые здания при развитии узла в момент их появления.[20]
  • Граждане одного узла могут вносить свой вклад в развитие других узлов.[21]
  • Точный процент прогресса узла от получения предметов или убийства монстров не будет явно указан во избежание "игр" с системой. [22]

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. [22]Стивен Шариф

Vassal nodes

Nodes greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[7]

  • Vassal nodes must remain one node stage below their parent node.[7]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[23]
    • If the parent node advances, the vassal is once again able to advance.[7]
  • 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.[7]
    • 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.[23]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[7]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[7]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[7]

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.[23]Margaret Krohn

Зоны и прокачка

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and it's racial influence.[24][7]

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.[25]

Node atrophy

Nodes 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.[26]

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.[23]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[27]

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.[27]Стивен Шариф

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]

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[29]

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.[7]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.[23]Margaret Krohn

Node layout and style is determined by several factors:[30]

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.[30]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.[33]Стивен Шариф

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[34]

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.[34]Стивен Шариф

Node buildings

Node governments decide the location and types of node buildings to be constructed within sectors of a node.[36][37][38]

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[36]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[36]

Different governments may change the buildings within a node.[36]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[36]

Pre-defined parameters limit the number of buildings at in-node locations.[37]

Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[8]

Расовые квесты

Quests may be based on a character's race.[39]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[39]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[39]Стивен Шариф

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[34]Стивен Шариф

Player housing

Player housing comes in the form of Static housing, Apartments and Freeholds.[1]

Player housing Type.[1] Availability.[1] Limit.[42]
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.

Static housing

Mansion stage static housing in a metropolis node.[43]

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]

  • Players are able purchase small one room houses starting at the Village stage (Node stage 3).[1]

Apartments

Apartments are internal only spaces within a node that offer some housing functionality.[1]

Players can purchase instanced apartments within a Town (stage 4 node) or above, if apartment complexes have been developed within that node.[1]

Freeholds

Freeholds are sizable player housing plots that can be situated within the Zone of influence (ZOI) of a Village (stage 3 node) or higher.[1]

The freehold system interacts with multiple other systems in-game.[49]

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself.[9] Players can also buy and sell properties from other players.[1]

This will allow players to transfer real property goods. This includes freeholds, this includes static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[50]Стивен Шариф

Rental and leasing concepts are currently under consideration.[50]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[50]Стивен Шариф

Node citizenship

Player housing grants the ability to claim citizenship of a node.[51]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[52]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[52]Джеффри Бард

Citizenship can be claimed for Village (level 3) nodes or higher.[9]

  • A player can only claim citizenship to one node at a time.[53]
  • Only one citizenship may be declared per account, per server.[54]
    • This may have changed to one citizenship per account.[55]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[54]Стивен Шариф

Changing citizenship has a cooldown of two weeks.[51]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not. [57]Стивен Шариф

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[58]

Node sieges

Осады узлов позволяют игрокам сбавить уровень узла (обратить его прогресс) и уничтожить узел вообще. Таким образом этот процесс открывает путь к новому развитию и доступ к контенту скрытому в окружающих узлах. Благодаря этой механике, политическая борьба и интриги играют важную роль в структуре мира.[4]

Осада Узлов не будет простой задачей для атакующих. Города и Метрополисы будут давать значительное преимущество обороняющимся.[4] Автоматические PvE осады могут быть запущены в отношении узлов которые недостаточно активны.[26]

Если у вас есть дом в Узле и вы не хотите увидеть его уничтожение, вам необходимо защитить этот город! [60]Стивен Шариф

Подробнее...

Node deleveling

A successful siege will destroy the node.[23]

  • There will be spoils from successfully sieging a node.[61]

Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[23]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges... If a siege is successful, then the Node is brought down to Level 0, anyone who was a citizen of that Node is no longer a citizen, and any Freeholds owned by the citizens of the Node are destroyed. 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.[23]Margaret Krohn

Nodes can delevel based on node atrophy.[23]

  • Nodes can delevel to stage 0 (wilderness) after a successful siege.[62]
  • A node cannot delevel more than a single level at a time.[23]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[23]Margaret Krohn

Impact on freeholds

Freeholds may be attacked for a period of two hours[23] following a successful siege against its parent node.[63]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

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.[23]

  • If a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[64]

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.[23]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[65][66]

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[67]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node government

Node governments are chosen from a node's citizenry when a node reaches stage 3 (Village).[9] The method of choosing the government and its mayor depends on the node's type.[1][7]

Mayors

Mayors are leaders of a node's government who control the development of that node.[71]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[73]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[73]

Mayors gain new powers and responsibilities as their node advances.[7]

Leadership powers

Government officials have wide-ranging leadership powers.[74]

  • Declare war on another node and rally citizens to the cause.[75]
  • Enter into trade agreements.[75]
  • Directing assets.[9]
  • Defensive ability.[9]
  • Governments may be able to choose a node name from a predetermined list.[77][78]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[9]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[33]Стивен Шариф

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[79][80]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[9]
  • Only a certain number of guilds may participate in these roles.[9]
  • Separate guild roles are reserved for small, medium and large guilds.[9]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[9]

Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[72]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[82]

  • 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.[82]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[75]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. [57]Стивен Шариф

Alliances

Ashes of Creation получит особенный контент, сфокусированный вокруг альянсов.[83]

Контент направленный конкретно на альянсы и их развитие; и способность делиться некоторыми общими сервисами между гильдиями которые являются частью этого альянса. Я думаю что выгодно будет дать альянсам дополнительную возможность выставлять определённые отноения с узлами в качестве взаимодействия. Это предоставит интересную динамику игрокам которые являются жителями конкретного узла с которым определены отношения или членами альянса. Так что я думаю что, очевидно, построение систем состоит из создания каналов благодаря которым игроки смогут формировать связи и чем больше слоев вокруг таких каналов построения связей между разными гильдиями и игроками, тем более сильно поддерживаются такие отношения.[83]Стивен Шариф

Underrealm nodes

Underrealm nodes and nodes directly above them are related but do not exist in the same ZOI.[84]

Coastal/island nodes

There will be nodes along the coast and on islands.[89]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[89]
  • It may be possible to siege a coastal city by sea.[90]

Island chains are part of Ashes of Creation naval content.[91][92]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[93]

  • There won't be nodes underwater or in the water.[89]

Relics

Node relic.[95] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[96]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[97]

Sharemarkets

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[98][99]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[100]

Internal conflict

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[101]

Artwork

Смотрите также

Примечания

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Node series part II – the Metropolis.
  2. Ashes of Creation - Скриншоты.
  3. Стрим, 15 Декабря 2017 (1:11:52).
  4. 4.0 4.1 4.2 4.3 4.4 A reactive world - Nodes.
  5. 5.0 5.1 5.2 5.3 Node series part I
  6. 6.0 6.1 Стрим, 4 May 2017 (15:15).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 Blog - Know Your Nodes - The Basics.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Know Your Nodes: Economic Node Type.
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 MMOGames interview, January 2017
  10. 10.0 10.1 pvp corruption duration.png
  11. economic-metro-linking.png
  12. 12.0 12.1 Blog: Know Your Nodes - Scientific Node Type
  13. Ashes of Creation FAQ.
  14. Интервью, 20 Апреля 2018 (7:22).
  15. Интервью, 11 Мая 2018 (55:16).
  16. 16.0 16.1 Стрим, 9 Июля 2018 (39:32).
  17. 17.0 17.1 17.2 Стрим, 16 Октября 2017 (50:20).
  18. Видео, 20 Апреля 2017 (0:02).
  19. Npc vending.jpg
  20. Стрим, 17 Ноября 2017 (55:27).
  21. node xp.png
  22. 22.0 22.1 Стрим, 26 Мая 2017 (28:16).
  23. 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 23.11 23.12 23.13 23.14 23.15 Blog - Know Your Nodes - Advance and Destroy.
  24. Стрим, 15 May 2017 (30:53).
  25. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  26. 26.0 26.1 node atrophy.png
  27. 27.0 27.1 27.2 Интервью, 20 October 2018 (2:36:25).
  28. 28.0 28.1 Подкаст, 4 August 2018 (1:35:58).
  29. Стрим, 9 February 2018 (33:50).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Стрим, 27 September 2018 (53:06).
  31. 31.0 31.1 Интервью, 11 May 2018 (54:34).
  32. Стрим, 26 May 2017 (21:23).
  33. 33.0 33.1 33.2 Интервью, 11 May 2018 (47:27).
  34. 34.0 34.1 34.2 Интервью, 11 May 2018 (1:00:19).
  35. Стрим, 1 September 2018 (36:28).
  36. 36.0 36.1 36.2 36.3 36.4 Стрим, 19 May 2017 (33:57).
  37. 37.0 37.1 Стрим, 20 January 2018 (38:17).
  38. Стрим, 8 April 2018 (PM) (51:49).
  39. 39.0 39.1 39.2 Подкаст, 23 April 2018 (29:56).
  40. Видео, 25 May 2017 (1:07).
  41. Стрим, 4 May 2018 (32:46).
  42. 42.0 42.1 Интервью, 11 May 2018 (50:47).
  43. Стрим, 12 May 2017 (51:12).
  44. Стрим, 16 October 2017 (13:25).
  45. 45.0 45.1 Стрим, 12 May 2017 (52:01).
  46. Видео, 25 May 2017 (0:02).
  47. Стрим, 5 May 2017 (31:51).
  48. Стрим, 16 October 2017 (56:42).
  49. Стрим, 16 October 2017 (56:38).
  50. 50.0 50.1 50.2 50.3 Стрим, 30 May 2019 (1:23:41).
  51. 51.0 51.1 Citizenship.png
  52. 52.0 52.1 Стрим, 9 July 2018 (27:12).
  53. Стрим, 19 May 2017 (53:24).
  54. 54.0 54.1 Интервью, 11 May 2018 (50:05).
  55. Интервью, 20 October 2018 (2:36).
  56. citizenship.jpg
  57. 57.0 57.1 Видео, 5 April 2018 (41:48).
  58. Стрим, 26 May 2017 (44:52).
  59. Видео, 4 Декабря 2016 (0:02).
  60. Видео, 30 Апреля 2017 (5:31).
  61. siege spoils.png
  62. nodes-delevel-to-zero.png
  63. Стрим, 19 May 2017 (28:04).
  64. Стрим, 19 May 2017 (29:34).
  65. 65.0 65.1 Стрим, 18 July 2017 (40:14).
  66. 66.0 66.1 Стрим, 17 November 2017 (47:10).
  67. Стрим, 24 May 2017 (52:39).
  68. gladiators.jpg
  69. Подкаст, 11 May 2018 (52:20).
  70. Стрим, 12 December 2018 (14:48).
  71. Стрим, 17 November 2017 (9:49).
  72. 72.0 72.1 siege equipment.png
  73. 73.0 73.1 Стрим, 30 June 2017 (53:57).
  74. government.jpeg
  75. 75.0 75.1 75.2 75.3 City hall.
  76. assassination.jpg
  77. node naming.png
  78. Стрим, 19 May 2017 (36:05).
  79. Стрим, 19 May 2017 (36:09).
  80. steven guild leader mayor.JPG
  81. Tax spending.png
  82. 82.0 82.1 Интервью, 11 May 2018 (57:02).
  83. 83.0 83.1 83.2 83.3 83.4 Подкаст, 11 Мая 2018 (21:07).
  84. Стрим, 5 May 2017 (37:52).
  85. Стрим, 26 May 2017 (31:44).
  86. Стрим, 26 May 2017 (42:45).
  87. Стрим, 24 May 2017 (31:39).
  88. Стрим, 17 August 2018 (58:53).
  89. 89.0 89.1 89.2 Стрим, 8 April 2018 (PM) (1:01:28).
  90. Стрим, 19 May 2017 (37:51).
  91. Стрим, 17 May 2017 (30:53).
  92. Kickstarter - We Just Broke $1,500,000!
  93. Стрим, 8 April 2018 (AM) (18:29).
  94. reliquary-concept.png
  95. Стрим, 5 May 2017 (28:09).
  96. Стрим, 12 May 2017 (49:50).
  97. Стрим, 9 February 2018 (29:26).
  98. 98.0 98.1 Стрим, 17 May 2017 (11:27).
  99. 99.0 99.1 Stock Exchange.jpg
  100. 100.0 100.1 Интервью, 20 October 2018 (5:51).
  101. Стрим, 24 May 2017 (40:50).