Template:Node advancement/zh: различия между версиями

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[[File:NodeLockouts.png|thumb|450px|'''概念圖''' — [[Nodes|節點]] that are in the [[ZOI]] of more advanced nodes have their progression capped by the more advanced node.{{livestream|16 October 2017|50m20|r701cyS3w6o}} '''[[ZOI]]s will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.''' <blockquote>''Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.''{{web|https://ashesofcreation.com/news/2019-03-16-know-your-nodes-the-basics|Blog - Know Your Nodes - The Basics.}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
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[[File:NodeLockouts.png|thumb|450px|'''概念圖''' — 位於較高等級的節點的[[ZOI|影響區域]]內時,[[Nodes|節點]]的可發展等級會設有上限。{{livestream|16 October 2017|50m20|r701cyS3w6o}} '''[[ZOI|影響區域]]的形狀將會是不規則,圖中的圓形只用於方便解說。''' <blockquote>''從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。''{{web|https://ashesofcreation.com/news/2019-03-16-know-your-nodes-the-basics|Blog - Know Your Nodes - The Basics.}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
  
 
玩家 ([[Citizenship|公民]]或非公民) 於[[Nodes|節點]]的[[ZOI|影響區域]]內進行活動 ([[Quests|任務]]、[[Gathering|採集]]、[[Raids|團隊戰鬥]]等) 時,將有助該[[Node advancement|節點發展]],[[Progression|提升]]節點至更高[[Node stages|階段]]。{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}}
 
玩家 ([[Citizenship|公民]]或非公民) 於[[Nodes|節點]]的[[ZOI|影響區域]]內進行活動 ([[Quests|任務]]、[[Gathering|採集]]、[[Raids|團隊戰鬥]]等) 時,將有助該[[Node advancement|節點發展]],[[Progression|提升]]節點至更高[[Node stages|階段]]。{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}}
  
<blockquote>''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; we’ll go into further details on each of those Node Types in future posts in this series.''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}</blockquote>
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<blockquote>''隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}</blockquote>
  
隨着[[Nodes|節點]]發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制[[Neighboring nodes|鄰近節點]]的可發展[[Node stages|階段]]。{{video|20 April 2017|0m02|44HChA1Kkfk}}
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隨着[[Nodes|節點]]發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制[[Neighboring nodes|相鄰節點]]的可發展[[Node stages|等級]]。{{video|20 April 2017|0m02|44HChA1Kkfk}}
  
 
* 第一階段發展需時短,讓玩家可以使用[[Vendors|售賣]]、[[Banking|存放]][[Items|物品]]等 [[NPCs|NPC]] 功能。{{quote|Npc vending.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/313158726095863808}}
 
* 第一階段發展需時短,讓玩家可以使用[[Vendors|售賣]]、[[Banking|存放]][[Items|物品]]等 [[NPCs|NPC]] 功能。{{quote|Npc vending.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/313158726095863808}}
 
* 節點等級愈高,其[[ZOI|影響區域]]愈大。{{web|https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/|Node series part II &ndash; the Metropolis.}}
 
* 節點等級愈高,其[[ZOI|影響區域]]愈大。{{web|https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/|Node series part II &ndash; the Metropolis.}}
 
* 等級較低的節點 (即[[Vassal nodes|附庸節點]]) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。{{livestream|16 October 2017|50m20|r701cyS3w6o}}
 
* 等級較低的節點 (即[[Vassal nodes|附庸節點]]) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。{{livestream|16 October 2017|50m20|r701cyS3w6o}}
** The vassal system begins when a node hits {{nodestage|3|Village}}, but [[Neighboring nodes|neighboring nodes]] starting from {{nodestage|1|Expedition}} also block the growth of their immediate neighbors.{{quote|steven-quote-neighboring-nodes.png|link=https://discord.com/channels/256164085366915072/256164085366915072/821049493457731584}}{{quote|jahlon-steven-vassal-nodes-quote.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/715343268870619227}}
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** 附庸系統將在節點發展至{{nodestage|3|Village}} 時生效,但[[Neighboring nodes|相鄰節點]]{{nodestage|1|Expedition}}便會限制鄰近節點的發展。{{quote|steven-quote-neighboring-nodes.png|link=https://discord.com/channels/256164085366915072/256164085366915072/821049493457731584}}{{quote|jahlon-steven-vassal-nodes-quote.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/715343268870619227}}
* The [[World manager|territory expansion algorithm]] takes into account the nearest coast, [[Neighboring nodes|neighboring nodes]], and the heatmap of players in surrounding areas over the last weeks or month.{{interview|18 July 2020|10m04|8AeuqaELjFg}}
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* 遊戲的[[World manager|領土擴張算法]]會考量最鄰近的海岸、[[Neighboring nodes|相鄰節點]]、以及過去數週或一個月周邊地區玩家的熱圖。{{interview|18 July 2020|10m04|8AeuqaELjFg}}
** Due to the way the progression algorithm calculates territorial ([[ZOI]]) expansion during [[Node advancement|node advancement]], there is a small possibility that two nodes of the same stage end up being close to each other.{{interview|8 July 2020|1h00m15|zWguiuv9iyY}}
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** 此算法計算領土 ([[ZOI|影響區域]]) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。{{interview|8 July 2020|1h00m15|zWguiuv9iyY}}
 
<blockquote>''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.''{{interview|18 July 2020|10m04|8AeuqaELjFg}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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.''{{interview|18 July 2020|10m04|8AeuqaELjFg}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.''{{interview|8 July 2020|1h00m15|zWguiuv9iyY}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.''{{interview|8 July 2020|1h00m15|zWguiuv9iyY}}{{ndash|[[Steven Sharif]]}}</blockquote>
* A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.{{livestream|16 October 2017|50m20|r701cyS3w6o}}
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* 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。{{livestream|16 October 2017|50m20|r701cyS3w6o}}
* Players are moved to safety if they intersect with newly spawned assets during node advancement.{{livestream|17 November 2017|55m27|EAG9mS0U4NQ}}
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* 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。{{livestream|17 November 2017|55m27|EAG9mS0U4NQ}}
* [[Citizens]] of one node can contribute to the advancement of other nodes.{{quote|node xp.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/320966186227466240}}  
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* 某節點的[[Citizens|公民]]仍可以協助其他節點發展。{{quote|node xp.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/320966186227466240}}  
* The exact percentage of advancement from obtaining [[Items|items]] or killing [[Mobs|monsters]] is not going to be explicitly known to avoid "gaming" the system.{{livestream|26 May 2017|28m16|JtG9mB2bREI}}
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* 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少[[Items|物品]]或擊死多少隻[[Mobs|怪物]]{{livestream|26 May 2017|28m16|JtG9mB2bREI}}
  
 
<blockquote>''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.''{{livestream|26 May 2017|28m16|JtG9mB2bREI}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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.''{{livestream|26 May 2017|28m16|JtG9mB2bREI}}{{ndash|[[Steven Sharif]]}}</blockquote>

Версия от 12:09, 9 сентября 2021

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[1] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[2]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[3][4]

隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[3]Margaret Krohn

隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級[5]

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.[10]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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[11]Steven Sharif

  • 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[1]
  • 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[12]
  • 某節點的公民仍可以協助其他節點發展。[13]
  • 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物[14]

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.[14]Steven Sharif