Difference between revisions of "Freehold destructibility"

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== See also ==
 
== See also ==
  
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* [[Freeholds]]
 
* [[Static housing destructibility]]
 
* [[Static housing destructibility]]
 
* [[Apartment destructibility]]
 
* [[Apartment destructibility]]

Revision as of 22:02, 12 June 2019

Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[1][2][3][4] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[5]

  • Players and their allies may defend their freehold for this period of time.[4]
  • Structures and guards may be obtained to defend freeholds during this period.[4]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[5]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[2][3]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[2]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Village (stage 3) node or above, it will be destroyed.[5][3][2][6]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[3]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[8]Steven Sharif

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[5][9][10]

Node's zone of influence

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[3][13]

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.[14]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[15]
  • The more advanced the node is, the larger its ZOI becomes.[16]
  • 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.[17]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[20]
  • 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.[21]
    • 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.[22]
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.[21]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.[22]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[17]
  • Citizens of one node can contribute to the advancement of other nodes.[23]
  • Node experience gain opportunities will be equitable across the four node types.[24]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[25]
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.[25]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[26][3]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[26][27]
  • 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.[26]
  • NPCs will begin construction activities.[26]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[26]
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.[3]Margaret Krohn

See also

References