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Node progression

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Experience gained by each node counts toward that node's advancement (progression) to a higher node stage.[2][3] Node advancement unlocks unique content, and locks out an increasing ring of neighboring nodes from progressing to the next stage.[4]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[5]
  • The more advanced the node is, the larger its ZOI becomes.[6]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[10]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[11]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[12]
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.[11]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 close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[12]Steven Sharif
  • Citizens of one node can contribute to the advancement of other nodes.[13]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[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
  • Node advancement spawns a series of animations and visual effects (within the footprint of the node).[15][2]
    • Players within the node are teleported to a safe location, likely a respawn area near the node.[15][16]
    • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[15]
    • NPCs will begin construction activities.[15]
    • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[15]
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.[2]Margaret Krohn

Vassal nodes

Vassal node structure.[17]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[17]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[7][9]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[18]Steven Sharif
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[20]Steven Sharif
  • Nodes do not receive experience from their vassals until the vassals have reached their cap.[2][23]
    • Vassal nodes first apply any experience (from themselves or their own vassals) to their own atrophy deficit. Any excess experience beyond the cap is then applied to their parent node.[2][22][7]
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[22]
Q: During phase two testing you are hoping to test vassals. Would you be open to test the game implications of vassal sieging their parent node?
A: I don't think that that's something we necessarily need to test at this stage. I think what we what in testing the vassaling system- what we are getting feedback on is: what is the relationship between the parent node and the vassal node, and the benefits that they provide the citizens of each, and how is that looked upon by the player base through this testing. Is it being looked at as a negative relationship, and if so then probably we need to talk about the intent: what is the intent? The intent is that it should be reflected upon positively, so then how do we start tuning the knobs and levers in order to make that relationship feel better for the players. So that's where we would start, is if we get negative feedback from that relationship of the parent to vassal node then we would start by tuning the levers and the knobs around how to increase the benefit for that reciprocal relationship between those two, before we thought about, 'oh okay well players don't seem to like being vassals of a parent node, let's just let them kill the parent node', because that has much wider architectural design concerns; and we wouldn't go to that step unless we just come to some determination that like, no matter what knob and lever we turn, players just don't like being a vassal. Okay then, let's talk about how players can stop being a citizen of one node and go become the citizen of another node if it's just not their cup of tea to be a vassal citizen, regardless of the benefits that we offer.[25]Steven Sharif
  • 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.[2]Margaret Krohn

Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedition (stage 1) may block (lockout) the growth of their immediate neighbors.[8][9]

Node atrophy

Node atrophy (based on the stage of a node) is subtracted from the total experience nodes gain each day. Any deficit remaining can lead to services within the node being progressively diminished or disabled.[26][12][2]

Q: What are the systems for node atrophy and will materials be required for upkeep?
A: Node atrophy again is another system that we quite haven't yet implemented. However, what's intended for that system is: as players participate in doing things that build up a node, whether that be participating in experience gain, or fights around the city, acquiring resources, interacting with the services of the city, whatever it is: If players do less and less of that over time the experience of the node will start to degrade. Services within the node may start to become inactive. You may start to get certain buildings that become inaccessible as a result of that atrophy type system, which again will just continue to perpetuate the already existing problem, which is player traffic and activity within the node, making it weaker and more susceptible to potential siege, which is the way by which we remove nodes from the world.[26]Steven Sharif
  • Node atrophy does not delevel or destroy nodes, but it makes them more vulnerable to player initiated node sieges.[26] Previous design concepts were that nodes could delevel or even disappear based on accumulated atrophy.[12][2]

Relics

Relics are discoverable items that provide bonuses and benefits to nodes and their citizens.[28][29][30]

  • There are different types and rarities of relics. Some may be automatically granted to nodes upon discovery, others may require transportation back to the node as cargo (via caravans, merchant ships, or mules). Some exclusive relics may need to be fought over or stolen.[28] Previously it was stated that relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[29][31]
Q: I'm curious to know if the intended mechanics or design for relics have changed during development? When Steven picked up the relic, was it automatically put into the nodes reliquary or is this something the player does when they return to the node?
A: They're talking about the Firebrand egg is that what they're referencing? So the relic system is still having some outstanding feature work that's necessary and there are different types of relics that can be acquired. Generally the way that relics will be surfaced is through our cargo system, which means that you will be required to either have a mule or a caravan, or later down the road depending on the size of the relic perhaps a merchant ship that can facilitate the dimensions of the relic; and it does conform to the spatial grid confinements of the cargo space in the Caravan or other cargo hold that you will then have to bring back to the node. You can be interrupted through PvP with that transition if you want to. There might also be some relics, upon completion of the quest or completion of the task, that just automatically get granted to the node. It depends on what the purpose of the relic is. There's a lot of common relics out there and there's a lot of exclusive relics that need to be fought over or potentially stolen, or pursued if a node acquires it.[28]Steven Sharif
  • Relics stored in a node's reliquary grant passive and active benefits to citizens of the node and its vassals.[28][32]
    • Some relics offer AoE buffs (such as damage, attack range, or health). There is some flexibility in choosing the types and range that these buffs may offer.[28][33][34]
    Q: While most or the majority of relics will benefit all citizens of a node and their vassal nodes, will there be relics that only benefit patron guilds of a node and its vassal nodes?
    A: There aren't any planned right now that just focus on benefiting those groups, however there is flexibility in the relic system where you can assign different types of benefits to different types of groups. That is functionality that we want to preserve for relics: the types of buffs that they grant, whether it be zone of influence wide or down to just individual groups.[28]Steven Sharif
    Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[29]Steven Sharif
    • Relics don't grant benefits to the carrier while being transported.[28]
    Q: If a found relic is not automatically sent to the reliquary are there any benefits provided to the carrier while it is in their possession?
    A: No. The relic isn't meant to be kept or hoarded by an individual. It's a hot potato. You want to get that thing back to a safe space and until you do that you're in jeopardy.[28]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[29]Steven Sharif

Ancient artifacts

A staff of the Ancients 3D render.[48]

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[48]Steven Sharif

The Ancient artifacts of Verra were originally discovered by King Atrax in his pursuit of the power of The Essence.[42][43] These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[44] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.[44] They are now considered relics that can be acquired by nodes and housed in their reliquary.[42][43]

  • The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[42]
  • The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[42]
  • The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[42]
  • The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[42]
  • The Toren Godspike is an artifact that could initiate a fissure that can siphon out Essence that lies within Verra. It is used as a PvP objective in certain node war types.[49][47][50]

Racial influences

Alpha-1 Village node layout.[51]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[52]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[53][52][54][2]

The cultural influence over a node serves as one of our types of predicates. So when we talk about dynamic content, when we talk about world spawners changing based off of these things, like narrative structures changing based off of that story arcs changing based off of that: Those all get informed by this predicate of cultural influence. Cultural influence is determined by racial contribution toward node development... Racial progression still serves as a very important piece of the predicate system, which influences our narrative structures.[53]Steven Sharif
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.[55]Steven Sharif

NPC racial interaction

Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[57]Steven Sharif

Node layout and style

Racial architecture of the same Village (stage 3) node on different server realms. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA screenshot.

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.[2]Margaret Krohn

Node layout and style is determined by several factors:[58][59]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[60]Steven Sharif
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.[59]Jeffrey Bard
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.[66]Steven Sharif
  • The rest is determined by the node's mayor.[59]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[67]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[67]Steven Sharif

NPC racial interaction

Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[57]Steven Sharif

Unique node buildings

Each node type has a unique service building associated with it that can be activated at Village (stage 3) of node advancement.[69] The unique building plays a central role in the progress of civilization for a server realm.[70]

Racial quests

Quests may be based on a character's race.[56]

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.[56]

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.[56]Steven Sharif

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.[55]Steven Sharif

Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[71]

Trophy park

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

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.[72]

  • Server announcements and achievements are designed to encourage groups to experience new content.[72]

Node leadership

Alpha-1 winner of Mayoral election.[73]

There are a number of different seats that can exist within a node, and carry different responsibilities.[74]Steven Sharif

Node leadership positions (also referred to as Node government positions) are attained through seasonal titles that grant special powers and benefits within a node.[75][76][74][77][78]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[76]Steven Sharif

Leadership powers

Alpha-1 Empyrean city node information panel.[81]

The government has a lot of say in the direction of the node's 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.[78]

Mayoral leadership powers are granted to mayors via the use of mandates.[82][79]

We don't want mayors running around in Ashes of Creation just perma flagging the whole world into a state of PvP, well it's going to cost you some resources to do that.[96]Chris Justo
Nodes aren't meant to gatekeep other players who are not citizens of your node from interfacing with your node. Traffic to your node, fees that are associated with utilizing the node services that get applied to non-citizens are directly contributing and helping your node advance by filling your coffers.[103]Steven Sharif
  • Mayors will have an emblem generation suite that allows them to create their node flag.[108]
There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[109]Chris Justo
  • Some decisions require the mayor to be present in the ZOI of the node. Most do not.[110]
  • If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[111][112]
Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[111]Steven Sharif
  • Mayors cannot de-rank their node to avoid war.[113]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Choosing a node name from a predetermined list.[114][115]
  • Guilds do not control nodes.[116][117]
    • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[78]
    • Only a certain number of guilds may participate in these roles.[78]
    • Separate guild roles are reserved for small, medium and large guilds.[78]

Node taxes

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[118]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[118]Chris Justo

Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[118][89]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[22][126]

  • 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.[126]

Node wars

God Spike Scholar PvE objective during the Harness the Godspike node war event.[127]

Scholars are going to spawn across the POI. They'll be marked on our map and they're going to increase the time it's required for the enemy to channel; and drop a hefty amount of the materials we need to turn in to be able to channel ourselves.[128]Chris Justo

Node war map icons
Miraleth Node Icon.png Friendly node
Winestead Node Icon.png Enemy node
Node War Objective Icon.png Node war objective
POI Blue Node Controlled.png Controlled POI

Mayors may declare war on another node and rally citizens to the cause.[96][88][97]

We don't want mayors running around in Ashes of Creation just perma flagging the whole world into a state of PvP, well it's going to cost you some resources to do that.[96]Chris Justo
  • Node wars are structured into phases, and each phase consists of events. Winning phases and events offer long-term and short-term rewards.[138]
A war contains phases and phases contain events. So, there are conditions to win a phase and then there are conditions to win a war. Winning a phase gets you some amount of in-the-moment rewards and some more long-term rewards. Winning events gets you some amount of in-the-moment rewards and long-term rewards. And then the war is the massive objective that you're competing to towards.[138]Chris Justo
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 cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[124]Steven Sharif
Q: Are there any plans to have upkeep cost to war in addition to the initiation costs? It would be incredibly compelling to know that crafters and gatherers would have to work double time to ensure that the war can go on, or even stop supporting the war if they find it unnecessary.
A: Not necessarily within the war context, however I think the crux of that question is, how do we include material resource requirements, active artisanship, engagement, all of these other gameplay systems: How are they interconnected with a political event like war? And the way we achieve that is obviously there are things that can enhance your war preparedness or your war efficacy through the use of unique weapons during war. Unique upgrades to your guards by supplying resources to the barracks so that you have stronger guards at your headquarters, or weapons and shields and armors that can be utilized through the barracks system. In addition, vehicle support for sieges. There's a lot of different ways where crafting and artisanship plays a role as enhancing, not necessarily maintaining, a particular war or feature.[139]Steven Sharif
Q: Will there be a scoreboard detailing the most active participants achievements during the node war. Things like: players KDA, damage, healing done, objectives, etc.
A: You'll be able to see yours for sure and you may be able to see others if they opt-in.[140]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Alliances

Ashes of Creation may have specific content that revolves around Alliances.[141]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[141]Steven Sharif

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds, Social organizations, and Religions.[143][144][145][146] The stock exchange system is still in a 'paper design' phase and is subject to change.[143]

There's a number of different things where you can have success/failure points that then inform the metric that the stock price is predicated on; and players can purchase in at a certain price. That's the intent behind the stock market system.[143]Steven Sharif
Q: Is it possible that as an outside actor you could influence the performance of a particular organization across one of those events?
A: The answer is yes. So, if you wanted to, as an adverse party, engage a particular organization, you could do that. You could engage with, let's say, a guild that you don't like when they're running a trade run, or when they're engaged in a node war, or when they're attempting to complete a raid boss. There is the PvX component of being able to interrupt or engage with them in those events and turn the outcome towards a negative, driving the potential stock value of that organization down.[143]Steven Sharif
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 is no regulatory commission to restrict the purchase and sale of stocks.[147]

See also

References

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