Difference between revisions of "Static housing"

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{{Static housing destructibility}}
{{Static housing destructibility}}
=== Destructible environments ===
{{Destructible environments}}
== See also ==
== See also ==
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* [[Freeholds]]
* [[Freeholds]]
== References ==
[[Category:Player agency]][[Category:Housing types]][[Category:Node buildings]]
[[Category:Player agency]][[Category:Housing types]][[Category:Node buildings]]

Revision as of 16:07, 28 June 2019

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[2]

Housing types

Player housing Type. Availability. Limit.
Apartments Instanced.[2] Village stage and higher.[4] One per server.[7]
Freeholds Open world.[2] Village stage and higher.[2] One per account.[7]
Static housing In-node.[2] Village stage and higher.[2] One per server.[7]

Real estate

Players buy the deeds for housing from the node itself.[8] Players can also buy and sell properties from other players.[2]

  • Housing will have a base price that scales with the number of citizens in the node.[9]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[11]
    • A grace period will occur before the housing becomes available for auction.[11]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[11]
    • At the end of the auction, the highest bidder will win the house.[11]
  • Static housing and apartments can be listed and sold to other players.[12][13]
    • There is no cap on the price of player-originated housing sales.[6]
    • Player housing that is destroyed during a node siege can no longer be sold.[14]
    • Freeholds may not be sold to other players.[12] This is subject to change based on testing.[15]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[6]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[9]
  • Players will not be able to exceed their allotment of housing in the game.[16]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[16]Steven Sharif

Rental and leasing concepts are currently under consideration.[16]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[16]Steven Sharif

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[17]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[17]Steven Sharif

In-node housing can scale in size with the advancement of it's parent node. This may be toggled on or off by the player.[17][2]

  • The Village stage offers small housing types.[17]
  • The Town stage introduces medium housing types.[17]
  • The City stage introduces large sized homes.[17]
  • The Metropolis stage introduces mansion size houses.[17]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[18]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[2]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[2]

Static housing destructibility

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[19]

  • 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.

Destructible environments

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.[22]

We want destruction to be a very core element of how players make their way through the world.[22]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.[23]
  • 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.[24]
  • 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.[24][25]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[26]
  • Player housing that is destroyed during a node siege can no longer be sold.[14]

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.[23]Steven Sharif

See also