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- These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.
- There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.
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. – Steven Sharif
- Aelean architecture has a French medieval influence.
- Dünir have a Nordic cultural influence.
- Empyreans have a Greco-Roman imperialistic feeling.
- The Kaelar have a European racial influence.
- The Niküa have a Polynesian influence.
- The Py'Rai have a Navajo Native American influence. Py'Rai architecture has a woodland inspiration.
- Pyrian architecture has a Greco-Roman influence.
- The Vaelune have a Middle Eastern racial influence.
- The Vek have a Mesoamerican racial influence.
You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races. – Steven Sharif
Node layout and style
- Environment and location of the node.
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain. – 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. – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings and NPCs.
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. – Steven Sharif
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. – Margaret Krohn
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.
- The more advanced the node is, the larger its ZOI becomes.
- 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.
- 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.
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. – Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing. – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.
- Players are moved to safety if they intersect with newly spawned assets during node advancement.
- Citizens of one node can contribute to the advancement of other nodes.
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.
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. – Steven Sharif
NPC racial interaction
- The ability to retry a failed quest depends on Node progression.
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important. – Steven Sharif
- Livestream, 26 June 2020 (45:32).
- Livestream, 30 October 2020 (39:17).
- Interview, 7 February 2021 (33:00).
- Blog - Know Your Nodes - Advance and Destroy.
- Interview, 11 May 2018 (1:00:19).
- Interview, 20 October 2018 (3:47:17).
- Interview, 11 May 2018 (1:03:21).
- Podcast, 11 May 2018 (31:35).
- Livestream, 16 October 2017 (15:58).
- Interview, 11 May 2018 (1:04:27).
- Blog - Know Your Nodes - The Basics.
- Livestream, 27 September 2018 (53:06).
- Livestream, 26 February 2021 (1:10:28).
- Livestream, 26 February 2021 (1:12:18).
- Podcast, 11 April 2021 (29:47).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Podcast, 11 April 2021 (23:36).
- Interview, 11 May 2018 (47:27).
- Livestream, 16 October 2017 (50:20).
- A reactive world - Nodes.
- Video, 20 April 2017 (0:02).
- Node series part II – the Metropolis.
- Interview, 18 July 2020 (10:04).
- Interview, 8 July 2020 (1:00:15).
- Livestream, 17 November 2017 (55:27).
- Livestream, 24 September 2021 (1:21:23).
- Livestream, 26 May 2017 (28:16).
- Podcast, 23 April 2018 (29:56).
- Interview, 20 October 2018 (2:36:25).
- Livestream, 25 July 2020 (1:50:20).
- Livestream, 26 March 2021 (1:12:51).