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Difference between revisions of "Template:Node development"

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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>
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[[File:A1RacialStyle1.png|thumb||[[Races|Racial]] [[Architecture|architecture]] of the same {{nodestage|3}} [[Nodes|node]] on different [[Servers|servers]]. [[Dünir|Dünir Dwarven]] influence (top). [[Kaelar|Kaelar Human]] influence (bottom). {{Screenshot|a1preview}}
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<blockquote>''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.''{{web|https://ashesofcreation.com/news/2019-03-16-know-your-nodes-the-basics|Blog - Know Your Nodes - The Basics.}}{{ndash|[[Margaret Krohn]]}}</blockquote>
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<blockquote>''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.''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
  
* [[Apartments|Apartment complexes]]
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[[Node layout and style]] is determined by several factors:{{livestream|2020-10-30|39m17|ndtjwBxhwtw}}{{livestream|2018-09-27|53m06|DABir_vvMfY}}
* [[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"/>
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: ''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.''{{livestream|2022-02-25|41m00|T_pi8uuOvCY}}{{ndash|[[Steven Sharif]]}}
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* [[Environments|Environment (biome) and location]] of the [[Nodes|node]].{{livestream|2022-02-25|41m00|T_pi8uuOvCY}}{{livestream|2020-10-30|39m17|ndtjwBxhwtw}}{{livestream|2018-09-27|53m06|DABir_vvMfY}}
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** Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.{{livestream|26  February 2021|1h12m18|YGQWEQK2iWI}}
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: ''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.''{{livestream|26  February 2021|1h12m18|YGQWEQK2iWI}}{{ndash|[[Steven Sharif]]}}
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* [[Node types|Node type]].{{livestream|2018-09-27|53m06|DABir_vvMfY}}
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: ''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.''{{livestream|2018-09-27|53m06|DABir_vvMfY}}{{ndash|[[Jeffrey Bard]]}}
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* [[Dominant race|Race]] that contributed the highest percentage to the [[Node advancement|node's advancement]] will alter the [[Racial appearance|racial appearance]] of its [[Buildings|buildings]], [[NPCs]], and [[Props|props]].{{livestream|2022-03-31|4m57|J_1q7Djv-Lw}}{{podcast|2021-04-11|29m47|kP-lOFzYkCM}}{{livestream|2020-10-30|39m17|ndtjwBxhwtw}}{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{livestream|2018-09-27|53m06|DABir_vvMfY}}{{interview|2018-05-11|54m34|ZnoHtzaQeMs}}{{livestream|2017-05-26|21m23|JtG9mB2bREI}}
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** Parent races do not combine their cultural influences. For example, [[Py'Rai]] and [[Empyrean]] count as different cultures. Their parent race, the [[Pyrian]], no longer exists.{{podcast|2021-04-11|23m36|kP-lOFzYkCM}}
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** This style and culture change happens at every [[Node stages|stage]].{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}
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** This applies to all [[Nodes|nodes]], including [[Castles#Castle nodes|castle nodes]].{{interview|2018-05-11|47m27|ZnoHtzaQeMs}}
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: ''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.''{{interview|2018-05-11|47m27|ZnoHtzaQeMs}}{{ndash|[[Steven Sharif]]}}
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* The rest is determined by the node's [[Mayors|mayor]].{{livestream|2018-09-27|53m06|DABir_vvMfY}}
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** It should be possible for a node to complete several [[Service buildings|building projects]] within a mayor's one month term in office.{{livestream|2022-07-29|1h13m09|23GSdvV1dB0}}
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: '''Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?'''
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: '''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.''{{livestream|2022-07-29|1h13m09|23GSdvV1dB0}}{{ndash|[[Steven Sharif]]}}

Latest revision as of 22:57, 22 September 2023

Racial architecture of the same Village (stage 3) node on different servers. 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.[1]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:[3][4]

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.[5]Steven Sharif
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.[6]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.[4]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.[12]Steven Sharif
  • The rest is determined by the node's mayor.[4]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[13]
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.[13]Steven Sharif
  1. Blog - Know Your Nodes - The Basics.
  2. 2.0 2.1 2.2 Blog - Know Your Nodes - Advance and Destroy.
  3. 3.0 3.1 3.2 Livestream, October 30, 2020 (39:17).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Livestream, September 27, 2018 (53:06).
  5. 5.0 5.1 Livestream, February 25, 2022 (41:00).
  6. 6.0 6.1 Livestream, February 26, 2021 (1:12:18).
  7. Livestream, March 31, 2022 (4:57).
  8. Podcast, April 11, 2021 (29:47).
  9. Interview, May 11, 2018 (54:34).
  10. Livestream, May 26, 2017 (21:23).
  11. Podcast, April 11, 2021 (23:36).
  12. 12.0 12.1 Interview, May 11, 2018 (47:27).
  13. 13.0 13.1 Livestream, July 29, 2022 (1:13:09).