Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Node buildings

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Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[2]

Constructible node buildings

Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[5][6][7]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[8]Steven Sharif

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[5]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[5]

Different governments may change the buildings within a node.[5]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[5]

Pre-defined parameters limit the number of buildings at in-node locations.[6]

Building destruction

Destructible castle.[9]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[9]Michael Bacon

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[11]

We want destruction to be a very core element of how players make their way through the world.[11]Steven Sharif

  • Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[12]
  • Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[13]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[13][14]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[15]
  • Player housing that is destroyed during a node siege can no longer be sold.[16]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[19]

  • This is a long term design goal that will not be present during Alpha-1.[19]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[12]Steven Sharif

Node layout and style

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[20]

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.[21]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.[22]Margaret Krohn

Node layout and style is determined by several factors:[23][24]

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.[26]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.[24]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.[31]Steven Sharif

  • The rest is determined by the node's mayor.[24]

Racial influences

Alpha-1 Village node layout.[32]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[23]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zone of influence.[33][22]

  • 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.[33]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[34]

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.[34]Steven Sharif

See also

References

  1. Livestream, 1 September 2018 (36:28).
  2. Know Your Nodes: Economic Node Type.
  3. Livestream, 28 March 2020 (1:16:03).
  4. Video, 23 March 2020 (0:24).
  5. 5.0 5.1 5.2 5.3 5.4 Livestream, 19 May 2017 (33:57).
  6. 6.0 6.1 Livestream, 20 January 2018 (38:17).
  7. Livestream, 8 April 2018 (PM) (51:49).
  8. Interview, 8 July 2020 (55:05).
  9. 9.0 9.1 Livestream, 31 October 2019 (36:20).
  10. Video, 28 May 2021 (23:45).
  11. 11.0 11.1 Livestream, 28 June 2019 (31:15).
  12. 12.0 12.1 Livestream, November 22 2019 (16:56).
  13. 13.0 13.1 Interview, 8 July 2020 (57:46).
  14. Livestream, November 22 2019 (17:59).
  15. Interview, 8 July 2020 (59:38).
  16. 16.0 16.1 Livestream, 26 June 2020 (1:02:12).
  17. Livestream, 18 July 2017 (40:14).
  18. Livestream, 17 November 2017 (47:10).
  19. 19.0 19.1 Livestream, 28 May 2021 (1:04:29).
  20. Livestream, 9 February 2018 (33:50).
  21. Blog - Know Your Nodes - The Basics.
  22. 22.0 22.1 22.2 22.3 Blog - Know Your Nodes - Advance and Destroy.
  23. 23.0 23.1 23.2 23.3 Livestream, 30 October 2020 (39:17).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Livestream, 27 September 2018 (53:06).
  25. Livestream, 26 February 2021 (1:10:28).
  26. 26.0 26.1 Livestream, 26 February 2021 (1:12:18).
  27. Podcast, 11 April 2021 (29:47).
  28. Interview, 11 May 2018 (54:34).
  29. Livestream, 26 May 2017 (21:23).
  30. Podcast, 11 April 2021 (23:36).
  31. 31.0 31.1 Interview, 11 May 2018 (47:27).
  32. Livestream, 26 June 2020 (45:32).
  33. 33.0 33.1 Interview, 7 February 2021 (33:00).
  34. 34.0 34.1 Interview, 11 May 2018 (1:00:19).