Difference between revisions of "Nodes"
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− | Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref> | + | {{Draft}} |
+ | |||
+ | Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined [[zone of influence]] (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref> | ||
[[File:NodeEvolution.mp4|thumb|Illustration of node advancement from expedition (stage 1) to metropolis (stage 6).]] | [[File:NodeEvolution.mp4|thumb|Illustration of node advancement from expedition (stage 1) to metropolis (stage 6).]] | ||
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Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/> | Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/> | ||
− | # Expedition (Few hours) | + | # [[Expedition]] (Few hours) |
− | # Encampment (Many hours) | + | # [[Encampment]] (Many hours) |
− | # Village (Few days) | + | # [[Village]] (Few days) |
− | # Town (Many days) | + | # [[Town]] (Many days) |
− | # City (Few weeks) | + | # [[City]] (Few weeks) |
− | # Metropolis (Many weeks) | + | # [[Metropolis]] (Many weeks) |
− | + | 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.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref> | |
== Node government == | == Node government == | ||
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A node's government and it's mayor are chosen depending on the node type.<ref>[[File:node types.png|350px]]</ref> | A node's government and it's mayor are chosen depending on the node type.<ref>[[File:node types.png|350px]]</ref> | ||
− | * Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node. | + | * [[Divine node]] governments are chosen from citizens via service oriented quests that prove faith and dedication to the node. |
− | * Economic node governments are able to be bought and sold by citizens with the most money. | + | * [[Economic node]] governments are able to be bought and sold by citizens with the most money. |
− | * Military node governments are chosen from citizens through last man standing combat. | + | * [[Military node]] governments are chosen from citizens through last man standing combat. |
− | * Scientific node governments are elected democratically. | + | * [[Scientific node]] governments are elected democratically. |
− | + | ||
+ | Guilds do not control nodes.<ref>[[File:node not guild.png|350px]]</ref> | ||
+ | |||
+ | == Node housing == | ||
+ | |||
+ | {{Node housing}} | ||
== Notes == | == Notes == | ||
<references/> | <references/> |
Revision as of 08:24, 12 October 2017
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).[1]
Node advancement
Player activity (questing, gathering, raiding, etc.) within this ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[1]
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
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.[2]
Node government
A node's government and it's mayor are chosen depending on the node type.[3]
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
- Economic node governments are able to be bought and sold by citizens with the most money.
- Military node governments are chosen from citizens through last man standing combat.
- Scientific node governments are elected democratically.
Guilds do not control nodes.[4]
Node housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[6]
- Players are able to purchase small one room houses (cottages) starting at the Village (stage 3).[6][7]
- There will be 8 cottages available for purchase at the village stage.[7]
- The amount of static housing increases as a normal part of node advancement.[8]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[9]
- Taverns and Player shops are not tied to in-node housing.[10]