Node advancement

Ashes of Creation community empowered Wiki
Jump to: navigation, search

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[1] There are six stages of node advancement.[1]

  1. Expedition (Few hours)
  2. Encampment (Many hours)
  3. Village (Few days)
  4. Town (Many days)
  5. City (Few weeks)
  6. Metropolis (Many weeks)
Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[2]

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[3]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[4]
  • The more advanced the node is, the larger its ZOI becomes.[5]
  • 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.[2]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[2]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[6]
  • Citizens of one node can contribute to the advancement of other nodes.[7]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[8]

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.[8]Steven Sharif

Nodes

Encompassing each server are carefully placed points of development called Nodes.[1]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[12]

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[13]

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.[13]Steven Sharif

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[14]

Node layout and style is determined by several factors:[15]

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.[15]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.[18]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[19]

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.[19]Steven Sharif

Taxation

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[20]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[22]

  • 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.[22]

Player housing

Player housing comes in the form of Static housing, Apartments and Freeholds.[5]

Player housing Type.[5] Availability.[5] Limit.[25]
Apartments Instanced. Town stage and higher. One per server.
Freeholds Open world. Village stage and higher. One per account.
Static housing In-node. Village stage and higher. One per server.

Read more...

Trophy park

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.[26]

  • Server announcements and achievements are designed to encourage groups to experience new content.[26]

Adaptive content

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[27] This content adapts to the development of the zone it is in.[28]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[29]

See also

References