Difference between pages "Freeholds" and "Nodes"
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− | {{ | + | [[File:node_zoi.png|thumb|400px|Nodes are pre-set locations, wrapped in a [[Zone of influence|zone of influence]].<ref>[https://www.ashesofcreation.com/node-series-part-one/ Node series part I]]</ref>]] |
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+ | Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined [[zone of influence]] (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref> | ||
+ | |||
+ | == Node advancement == | ||
+ | |||
+ | [[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]] | ||
+ | |||
+ | Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/> | ||
+ | |||
+ | # [[Expedition]] (Few hours) | ||
+ | # [[Encampment]] (Many hours) | ||
+ | # [[Village]] (Few days) | ||
+ | # [[Town]] (Many days) | ||
+ | # [[City]] (Few weeks) | ||
+ | # [[Metropolis]] (Many weeks) | ||
+ | |||
+ | 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.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref> | ||
+ | |||
+ | == Node development == | ||
+ | |||
+ | Nodes have a base style template based on [[Races|race]] and the [[Node types|Node type]].<ref name="development">[[File:node development.png|350px]]</ref> The [[#Node government|node's government]] will decide the types of buildings to be constructed.<ref>[https://youtu.be/GQvDMQXWTp0?t=2036 Ashes of Creation livestream Q&A, 19 May 2017 (33:56)]</ref> | ||
+ | |||
+ | * Apartment complexes | ||
+ | * Merchant housing | ||
+ | * Guild halls | ||
+ | * Marketplaces | ||
+ | * Barracks | ||
+ | |||
+ | When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.<ref name="development"/> | ||
+ | |||
+ | == Node government == | ||
+ | |||
+ | A node's government and its mayor are chosen depending on the [[Node types|Node type]].<ref>[[File:node types.png|350px]]</ref> | ||
+ | |||
+ | * [[Divine node]] governments are chosen from citizens via service oriented quests that prove faith and dedication to the node. | ||
+ | * [[Economic node]] governments are able to be bought and sold by citizens with the most money. | ||
+ | * [[Military node]] governments are chosen from citizens through last man standing combat. | ||
+ | * [[Scientific node]] governments are elected democratically. | ||
+ | |||
+ | Guilds do not control nodes.<ref>[[File:node not guild.png|350px]]</ref> | ||
+ | |||
+ | == Node housing == | ||
+ | |||
+ | {{Node housing}} | ||
== Notes == | == Notes == | ||
<references/> | <references/> |
Revision as of 17:22, 13 October 2017
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).[2]
Node advancement
Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[2]
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
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.[3]
Node development
Nodes have a base style template based on race and the Node type.[4] The node's government will decide the types of buildings to be constructed.[5]
- Apartment complexes
- Merchant housing
- Guild halls
- Marketplaces
- Barracks
When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.[4]
Node government
A node's government and its mayor are chosen depending on the Node type.[6]
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
- Economic node governments are able to be bought and sold by citizens with the most money.
- Military node governments are chosen from citizens through last man standing combat.
- Scientific node governments are elected democratically.
Guilds do not control nodes.[7]
Node housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[9]
- Players are able to purchase small one room houses (cottages) starting at the Village (stage 3).[9][10]
- There will be 8 cottages available for purchase at the village stage.[10]
- The amount of static housing increases as a normal part of node advancement.[11]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[12]
- Taverns and Player shops are not tied to in-node housing.[13]
Notes
- ↑ Node series part I]
- ↑ 2.0 2.1 A reactive world - Nodes
- ↑ Ashes of Creation - Nodes part 2
- ↑ 4.0 4.1 350px
- ↑ Ashes of Creation livestream Q&A, 19 May 2017 (33:56)
- ↑
- ↑
- ↑ Video, May 31, 2020 (38:50).
- ↑ 9.0 9.1 Node series part II – the Metropolis.
- ↑ 10.0 10.1
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ Livestream, May 19, 2017 (33:57).
- ↑ Interview, July 8, 2020 (33:34).