Villages

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Node at village stage.[1]

A village is the third stage of node advancement.[1]

At the Village Stage, the camp becomes a small frontier town. There are some permanent structures in place at this level, as well as the beginning of local Government. The Development Area feels permanent and lived in. You'll find buildings developed with more advanced materials, features such as stone and mortar, fences, and other common structures. The Village Stage will also unlock a Special Building that grants unique utility to its Node Type - Military, Economic, Divine or Scientific; we’ll share further details on those buildings in future entries in this series that cover each specific Node Type.[2]Margaret Krohn

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 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.[2]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[3] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[4]

Node stage.[3] Alternate name.[5] Timeframe to advance.[3] Player housing.[1]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Baux, Static housing
4. Town - Many days Baux, Static housing, Appartements
5. City - Few weeks Baux, Static housing, Appartements
6. Metropolis Metro Many weeks Baux, Static housing, Appartements

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.[2]Margaret Krohn

Conceptual illustration. Nœuds that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[6]

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.[4]Margaret Krohn

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[7]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[8]
  • The more advanced the node is, the larger its ZOI becomes.[1]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[6]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[6]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[9]
  • Citizens of one node can contribute to the advancement of other nodes.[10]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[11]

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.[11]Steven Sharif

Vassal nodes

Nœuds greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[4]

  • Vassal nodes must remain one node stage below their parent node.[4]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[2]
    • If the parent node advances, the vassal is once again able to advance.[4]
  • 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.[4]
    • 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.[2]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[4]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[4]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[4]

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.[2]Margaret Krohn

Buildings

Buildings that offer goods and services, as well as purchasable housing are created when a node reaches village stage.[1]

Player housing

Player housing Type.[1] Availability.[1] Limit.[13]
Appartements Instanced. Town stage and higher. One per server.
Baux Open world. Village stage and higher. One per account.
Static housing In-node. Village stage and higher. One per server.

Real estate

Players buy the deeds for housing from the node itself.[14] 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.[16]Steven Sharif

Rental and leasing concepts are currently under consideration.[16]

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.[16]Steven Sharif

Housing benefits

Player housing offers a number of benefits:[17]

Caravanes

Caravanes facilitate the transfer of goods for players wishing to turn a profit.[19]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravanes facilitate the transfer of goods for players wishing to turn a profit.[19]

  • Caravans can transport goods for more than one player.[23]

Noeuds sièges

Noeuds sièges (Pre-alpha footage).[25]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[2]Margaret Krohn

Noeuds sièges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[3]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3] Automatic PvE sieges may be initiated against nodes that are not continuously active.[26]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![27]Steven Sharif

Monster coin events

Legion monster coin events are common events that occur for Nœuds up to the Village stage. This might include a horde of zombies rolling across the countryside finding something or someone to feast on. Players who wish to keep their advancements will need to be vigilant.[28]

Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[28]

Artwork

See also

Les références