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Freeholds

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Alpha-2 Freehold concept art.[1]

Three main purposes that freeholds provide are allowing players an opportunity to express themselves in a highly customizable fashion. So these are plots of lands that you have access to. You can build different types of buildings on. You can create housing and place furniture; and you can grow livestock and you can just own this piece of land. And one unique thing about allowing the players express themselves through this manner in Ashes of Creation is that it's in the open-world, so it's not an instance or a phase location that you are customizing. You're actually leaving a mark on the world that's representative of you as a player, as a character. Something you can you can roleplay. But importantly enough, when it comes to the economy, freeholds also provide the highest level of processing that's available; and processing is one of three primary branches that exist within the artisanship system. Processing is the intermediary step between what you gather in the wild and what you eventually craft via recipes. The the other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[2]Steven Sharif

Alpha-2 freehold walkthrough.[3]

We got some sheep; we got some cows and pigs; and we got some chickens back there; and we have a lot of space for different farmables. So we have a wheat here, corn, and then tomatoes over there as well.[3]John Collins

Freeholds are sizable player housing plots that can be situated in baronies within the Zone of influence (ZOI) of a Village (stage 3) or higher node, including the ZOI of any of its vassal nodes.[4][5][6][1][7][8][9][10]

The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[18]Steven Sharif
Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[4]
  • The developers are expecting the number of freehold plots on each server realm to be in "the low thousands" depending on world state.[4][24][25][26]
The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[4]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[28][29][30][31][32]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[33]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[33]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[28]Steven Sharif
  • Events do not target personal belongings such as freeholds.[35]
  • The spread of corruption in the world does not impact the freehold system.[36]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[37]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Freehold placement

Alpha-2 freehold placement.[12][1]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[6]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Village (stage 3) or higher node in order to place the plot.[4][12][1][7][13][9]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[14]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[6]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[4][40]
    • Players can manipulate the orientation of their freehold plot.[42]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[4][43][40]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[40]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[52]

Baronies

Miraleth node baronies illustration.[4]

In the region around each node, there are parcels of land that are reserved specifically for the Freehold and Guildhall systems which we call Baronies. A Barony is a predetermined area of land near a node, or in that node’s vassal structure. It can be helpful to think about these Baronies as counties where many Freeholds will be placed. These Baronies may contain a single Guildhall which are similar to Freeholds, but may only be obtained by Guilds. Within each Barony, several Estates exist that may be bid on by individual players. After you’ve successfully bid on an Estate, your Freehold Deed will be available to place within the boundary of the successfully purchased Estate. Once the Deed has been placed, this will start your Freehold, and gives you access to the shed. Bringing materials to your Freehold can be stored in your shed as you prepare to build your home and other buildings.[4]

Baronies are large designated swaths of land in the ZOI of a Village (stage 3) or above node, including the ZOI of any of its vassal nodes.[4][44][5][6][1][7]

Each zone of influence in the world has designated large swaths of land that act as these parcels that can be catered to specific points of interest or thematically relevant; and you might want to bid on that almost county-sized area, where you then get to place your freehold. And once you have bid on that area at the node, then you can acquire the freehold plot and you go out into that zone- that section that you have bid on and acquired, and you place your freehold footprint, which previously we had set the freehold size to about a half an acre; however recently that's changed, well not recently a while ago that changed, to be one and a half acres or roughly 100 by 60.[5]Steven Sharif
Imagine the parcel as more like a county that exists around the node; and so if you have a node in the center and you have its zone of influence around it, that's a mass group of land. And then, if you were to take a county line marker and create counties around essentially the node, that is what you would be bidding on. And then once you've achieved the parcel's certificate for that county, then you go out with your... footprint of your freehold, and you get to place the freehold within that county wherever you want- that's not obstructed by some other, road, or POI, or very large feature terrain.[44]Steven Sharif
  • There is a minimum distance between Baronies in addition to the minimum distance between freehold plots.[48]

Freehold auctions

A node's freehold estates (parcels of land) become available to be bid for at auction on a regular cadence.[4][58]

Bidding on an Estate is done through an auction system. Nodes have a limited number of Freehold Deeds available based on that node’s level. A player may only bid on an Estate if they own an unplaced Freehold Deed. Once you have successfully acquired your Estate, the next step is choosing a location within that Estate to lay down your Freehold Deed’s footprint.[4]
The most common denominator of availability for freeholds through the auction is going to be through gold. However, there will be a sub select of freehold options that are available in each node, based on the node type, that will correspond to one of those bound currencies in addition to gold. So what we do there is we spread out the availability of freeholds to different playstyles and different focuses so the player that might rush to level 50- they might have an advantage when bidding on gold-based freeholds, but they may not have the advantage of the Favor player or the Honor player, who is going to be progressing within those playstyles.[18]Steven Sharif
  • The cadence of freehold auctions is system-driven and can't be affected by mayors or other players.[59]
The intent of the auction system is to provide players a non-land rush type system. Auctions will be held for each parcel that allows families to pool together their resources to acquire a deed, and gives some prep time to individuals to prepare their resources to bid as well.[60]Steven Sharif

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[1]

Freeholds offer the following benefits in addition to other player housing benefits.[1]

Freehold buildings

Freehold building types.[65][1]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[4]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[4][1][66][10][67]

Freehold buildings require blueprints and materials to construct.[4][13]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[43]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[1][22]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[22]
  • Basements in freehold buildings are to be decided.[69]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[4][70][71][27][72]

  • Buildings that require permits will have additional upkeep costs.[4]

Freehold building architecture is based on the blueprint for the building.[1][73]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[73]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[78][1]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[78]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[66][79][23][10][67]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[4][81]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[81][66]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[4]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[80]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[42]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[37]

Naming buildings

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[84]

Freehold building skins

Sunbeam's Remembrance medium homestead cosmetic freehold building skin.[85]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold.[4]

Freehold building skins were offered as Kickstarter and Summer crowdfunding rewards and were available in pre-order packs.[74][86][87][88][89]

  • Freehold building skins can also be achieved in-game.[90]
  • Freehold building cosmetics cannot be sold or traded with other players.[91][74]
Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[90]Steven Sharif
  • A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[93]
Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[90]Steven Sharif

List of freehold building skins

Freehold professions

Processing stations

Lumbersmiths processing station.[1]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[66]Steven Sharif

Alpha-2 metalworking processing station in action.[94]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[95]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[4][96][66][33][30]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[97]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[99][1][98][29]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[99][1]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[29]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[100] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[101]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[95]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[102]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[29]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[30]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[71]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[71]Steven Sharif

Freehold progression

Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[104]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[104]Steven Sharif

Business chains

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[105]Jeffrey Bard

Taverns

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[106][107]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[106]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[108][107]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There may be quests that can only be gathered from player-owned taverns.[107]

Freehold farms

Freehold farms are workstation plots available for farming crops and livestock on freeholds.[110][111][112][23][113][114]

If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[4]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[115]

Fisheries

Alpha-1 Fishery on a freehold plot.[116]

You actually see there a small pond, which is actually another type of farmable area that we're going to have available on the freehold system, which is essentially a fishery so to speak. So fish play an important role from a raw gatherables a standpoint, but also again because a lot of the components of the freehold system are intended to be processing of raw materials, the fishery allows for a focus on specific type of fish gatherables that may only be gathered through the fishery blueprint.[117]Steven Sharif

A fishery is a farmable workstation that can be placed on a freehold plot. A fishery allows gathering of fish that are unique to the fishery blueprint.[117]

Freehold security

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[118][119][120][121]

A property has a single owner/primary tenant.[118][127][119]

  • Marriage enables family size to increase by one so that housing access can be shared.[127][128]
  • Access lists can be used to mimic co-ownership.[121]
  • Payment of taxes may be via a "gentleman's agreement".[129]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[119]Steven Sharif

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[4][130][34][131][1]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[127]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[4][130][34]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[130]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[132]
    • Interaction with the guild system will be tested in Alpha-2.[133]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[4]

Players cannot steal from a freehold under normal circumstances.[4][134][123][135]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[136][4][135] It has not been decided which players get to loot the debris field during this period.[136]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[4]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[4][137] This does not apply for a period of two hours following a successful siege against its parent node.[138][139][140][141]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[4]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[141] NPC guards that permanently exist on a freehold are not a planned feature.[142]

Freehold destructibility

Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[138][139][140][141] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[4]

  • Players and their allies may defend their freehold for this period of time.[141]
  • Structures and guards may be obtained to defend freeholds during this period.[141]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[4]

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.[139][140]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[139]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Village (stage 3) node or above, it will be destroyed.[4][140][139][144]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. 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. 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.[140]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[145]Steven Sharif

Housing designs

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[4][146][147]

Guild freeholds

Guild freeholds consist of a central guild hall surrounded by multiple expandable plots. Guild members that are authorized by the guild master, or delegated official, may utilize these plots to place freehold farms, taverns, or other guild amenities.[149]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Underrealm freeholds

Resources will be different in the Underrealm, including unique species of fish.[151][152][153]

Housing types

Player housing Type. Availability. Starting count. Limit.
Apartments Instanced.[10] Village stage and higher.[154] 50.[51] One per character per server realm.[21]
Freeholds Open world.[10] Village stage and higher.[10] Low thousands per server.[4][24] One per account.[21]
Inns Instanced.[118] Starting areas and Nodes.[155] Most accessible.[155] -
Static housing In-node.[10] Village stage and higher.[10] 8.[51] One per character per server realm.[21]
If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[156]Steven Sharif

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[157][158][159][160][10]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[161] Currently freeholds may be acquired via auction.[4][5][6][12][1][7]
    • A grace period will occur before the housing becomes available for auction.[161]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[161]
    • At the end of the auction, the highest bidder will win the house.[161]
  • Housing will have a base price that scales with the number of citizens in the node.[162]
    • There is no cap on the price of player-originated housing sales.[163]
    • In-node housing will be at a premium, and is expected to be hotly contested.[10]
    • The more apartments that have been purchased in a node, the higher the price scales.[164]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[11]Steven Sharif
  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[162]
  • Players will not be able to exceed their allotment of housing in the game.[168]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Rental and leasing concepts are under consideration.[168]

Housing taxes

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[169]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[4]

Housing foreclosures

Housing foreclosures result from failing to pay property taxes or other fees.[170][4]

  • Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[170]
  • The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[171]
If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[4]

Visuals

See also

References

  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 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 Development Update with Freehold Preview.
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