Node atrophy

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info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Nodes accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[1]

  • An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[2]
  • A previous design concept was that nodes could delevel based on accumulated atrophy.[2][1]
There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[2]Steven Sharif

Node destruction

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. 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.[1]Margaret Krohn

Nodes can be destroyed starting at Village (stage 3) following a successful siege against that node.[1]

It is a normal process of the world to see PvP be a catalyst for change. That is one of the defining elements of our world building approach and being a PvX game is that PvE builds the world and PvP changes the world; and as these nodes get destructed this should be a normal habit that players are accustomed to seeing that landscape changing over time, because it is the breath of renewal that then is allowed as a result of that action.[3]Steven Sharif
  • Players lose their node citizenship after their node is destroyed without entering into a cooldown period.[3][4][1]
  • Node destruction may prevent some quests from being completed.[5]
  • After a node is destroyed, the footprint of the node will enter a ruined state and will become an open PvP zone for a number of days equal to the node's level. These ruins consist of a debris field of treasures that are lootable by certain players.[6][7][8][9][10][11]
    • Which players get to loot the debris field during this period is currently under discussion by the developers.[12] Previously it was stated that any player could loot the debris field.[7] Before that it was stated that only attackers who participated in the siege will have exclusive looting rights.[13]
    • Any loot remaining after this period will be open for anyone to loot.[13]
    • After a number of days equal to the destroyed node's level, the node will revert back to stage 0 (wilderness) and any modified terrain will revert back to its original state.[7][14][15]
Those are like open-world battlegrounds that spawn on the footprint of the node after a successful siege. And these are opportunities that previous defenders have to salvage certain materials and/or equipment from the destroyed node, or that attackers have to do the same. And there's interact points that live within that environment that take time in order to interact with, which makes those individuals susceptible to potential ganking or fighting. And you can control those areas; and that exists for some period of time. It's like an open-world arena system.[6]Steven Sharif

Node sieges

Node sieges (Pre-alpha footage).[19]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[1]Margaret Krohn

Node sieges enable players to destroy nodes starting at Village (stage 3).[1] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[20]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[20]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[21]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![23]Steven Sharif

Read more...

Destructible environments

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[26][27]

  • Buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges that have been damaged or destroyed will be able to be repaired or re-crafted.[28][29]
  • Destructible props in the open-world will typically respawn after 10 minutes.[30]
  • The terrain itself is not destructible.[28]

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[31][32][33]

Impact on in-node housing

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[32]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments may be destroyed in the following circumstances:[32]

  • If their building was destroyed during a node siege, even if the siege was not successful.[35][32]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[36]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Impact on freeholds

Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[37][38][1][39] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[31]

  • Players and their allies may defend their freehold for this period of time.[39]
  • Structures and guards may be obtained to defend freeholds during this period.[39]
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.[31]

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.[38][1]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[38]
  • 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.[31][1][38][40]
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.[1]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.[41]Steven Sharif

Node redevelopment

A node that was successfully destroyed by a node siege may develop differently due to the following influences:[42][43]

See also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Blog - Know Your Nodes - Advance and Destroy.
  2. 2.0 2.1 2.2 Interview, July 8, 2020 (1:00:15).
  3. 3.0 3.1 Livestream, August 31, 2023 (20:54).
  4. Interview, July 29, 2020 (17:26).
  5. Livestream, February 29, 2024 (53:58).
  6. 6.0 6.1 6.2 Interview, July 9, 2023 (1:36:24).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Livestream, October 14, 2022 (52:31).
  8. 8.0 8.1 8.2 8.3 8.4 Podcast, September 29, 2021 (14:21).
  9. 9.0 9.1 9.2 Interview, July 8, 2020 (57:46).
  10. 10.0 10.1 Livestream, April 30, 2020 (1:14:44).
  11. 11.0 11.1 siege spoils.png
  12. 12.0 12.1 Livestream, July 28, 2023 (1:26:16).
  13. 13.0 13.1 Podcast, September 29, 2021 (15:46).
  14. Livestream, June 26, 2020 (1:48:43).
  15. nodes-delevel-to-zero.png
  16. steven-looting-relics.png
  17. Podcast, September 29, 2021 (10:49).
  18. Interview, July 18, 2020 (56:11).
  19. Video, December 4, 2016 (0:02).
  20. 20.0 20.1 A reactive world - Nodes.
  21. Twitch Bustin - Practice Sieges?
  22. Livestream, December 22, 2020 (1:13:51).
  23. Video, April 30, 2017 (5:31).
  24. Livestream, January 28, 2022 (17:50).
  25. Video, March 29, 2024 (1:09:52).
  26. Livestream, March 31, 2022 (1:13:00).
  27. Livestream, June 28, 2019 (31:15).
  28. 28.0 28.1 Livestream, March 31, 2023 (1:33:05).
  29. Livestream, May 28, 2021 (1:04:29).
  30. Livestream, March 29, 2024 (2:04:00).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Blog: Exploring the Boundless Opportunities of Freeholds.
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Livestream, July 18, 2017 (40:14).
  33. 33.0 33.1 Livestream, November 17, 2017 (47:10).
  34. Livestream, June 26, 2020 (1:00:57).
  35. Livestream, November 22, 2019 (17:59).
  36. Livestream, March 26, 2021 (59:21).
  37. Livestream, November 19, 2021 (54:26).
  38. 38.0 38.1 38.2 38.3 Livestream, August 28, 2020 (2:04:00).
  39. 39.0 39.1 39.2 Livestream, May 19, 2017 (28:04).
  40. Livestream, May 19, 2017 (29:34).
  41. Livestream, June 30, 2023 (1:39:22).
  42. 42.0 42.1 42.2 42.3 Livestream, October 30, 2020 (39:17).
  43. 43.0 43.1 43.2 43.3 Livestream, May 24, 2017 (52:39).