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[[File:NodeEvolution.mp4|thumb|450px|Illustration of [[Node advancement|node advancement]] from [[Wilderness]] (stage 0) to [[Metropolis]] (stage 6).<blockquote>''Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
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[[File:Node Leveling Up Countdown.png|thumb|[[Alpha-2]] [[Node advancement|node leveling]] countdown.{{video|2024-02-29|33m57|ydYFqNMQGkM}}]]
  
[[Citizenship|Citizen]] and non-citizen player activity ([[Quests|questing]], [[Gathering|gathering]], [[Raids|raiding]], etc.) within a [[Nodes|node's]] [[ZOI]] counts toward that particular [[Node advancement|node’s advancement]] ([[Progression|progression]]).{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}} Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.{{web|https://ashesofcreation.com/news/2019-03-16-know-your-nodes-the-basics|Blog - Know Your Nodes - The Basics.}}
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[[Citizenship|Citizen]] and non-citizen player activity ([[Quests|questing]], [[Gathering|gathering]], [[Raids|raiding]], etc.) within a [[Nodes|node's]] [[ZOI]] counts toward that particular [[Node advancement|node's advancement]] ([[Progression|progression]]) to a higher [[Node stages|node stage]].{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}}
  
{| class="wikitable"
+
The advancement of a [[Nodes|node]] unlocks its unique content, which comes at the cost of locking out an increasing ring of [[Neighboring nodes|neighboring nodes]] from progressing to the next [[Node stages|stage]].{{video|2017-04-20|0m02|44HChA1Kkfk}}
|-
 
!scope="col"|
 
!scope="col"| [[Node advancement|Node stage]].{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}}
 
!scope="col"| Alternate name.{{livestream|12 December 2018|14m48|4xfedQK96AE}}
 
!scope="col"| Timeframe to advance.{{web|https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/|A reactive world - Nodes.}}
 
!scope="col"| [[Player housing]].{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II &ndash; the Metropolis.}}
 
|-
 
!scope="row"| 0.
 
| [[Wilderness]]
 
|
 
|
 
| -
 
|-
 
!scope="row"| 1.
 
| [[Expedition]]
 
| Crossroads
 
| Few hours
 
| -
 
|-
 
!scope="row"| 2.
 
| [[Encampment]]
 
| Camp
 
| Many hours
 
| -
 
|-
 
!scope="row"| 3.
 
| [[Villages|Village]]
 
| -
 
| Few days
 
| [[Freeholds]], [[Static housing]]
 
|-
 
!scope="row"| 4.
 
| [[Towns|Town]]
 
| -
 
| Many days
 
| [[Freeholds]], [[Static housing]], [[Apartments]]
 
|-
 
!scope="row"| 5.
 
| [[Cities|City]]
 
| -
 
| Few weeks
 
| [[Freeholds]], [[Static housing]], [[Apartments]]
 
|-
 
!scope="row"| 6.
 
| [[Metropolis]]
 
| Metro
 
| Many weeks
 
| [[Freeholds]], [[Static housing]], [[Apartments]]
 
|}
 
  
<blockquote>''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; we’ll go into further details on each of those Node Types in future posts in this series.''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}</blockquote>
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* Nodes advance to the first stage quickly. This enables [[NPCs|NPC]] services such as [[Vendors|vending]] or [[Banking|banking]] [[Items|items]].{{quote|Npc vending.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/313158726095863808}}
 +
* The more advanced the node is, the larger its [[ZOI]] becomes.{{web|https://www.ashesofcreation.com/news/node-series-part-two-the-metropolis/|Node series part II &ndash; the Metropolis.}}
 +
* Less advanced nodes (referred to as [[Vassal nodes|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.{{livestream|2017-10-16|50m20|r701cyS3w6o}}
 +
** The vassal system begins when a node hits {{nodestage|3}}, but [[Neighboring nodes|neighboring nodes]] starting from {{nodestage|1}} also block the growth of their immediate neighbors.{{quote|steven-quote-neighboring-nodes.png}}{{quote|jahlon-steven-vassal-nodes-quote.png}}
 +
* Certain [[Quests|quests]], such as [[Story arc quests|story arcs]], may not be able to be turned in after a node has advanced.{{livestream|2024-02-29|53m58|p8DVCxYD_28}}
 +
* The [[World manager|territory expansion algorithm]] takes into account the nearest coast, [[Neighboring nodes|neighboring nodes]], and the heatmap of players in surrounding areas over the last weeks or month.{{interview|2020-07-18|10m04|8AeuqaELjFg}}
 +
** Due to the way the progression algorithm calculates territorial ([[ZOI]]) expansion during [[Node advancement|node advancement]], there is a small possibility that two nodes of the same stage end up being close to each other.{{interview|2020-07-8|1h00m15|zWguiuv9iyY}}
  
[[File:NodeLockouts.png|thumb|450px|'''Conceptual illustration.''' [[Nodes]] that are in the [[ZOI]] of more advanced nodes have their progression capped by the more advanced node.{{livestream|16 October 2017|50m20|r701cyS3w6o}} <blockquote>''Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.''{{web|https://ashesofcreation.com/news/2019-03-16-know-your-nodes-the-basics|Blog - Know Your Nodes - The Basics.}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
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: ''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.''{{interview|2020-07-18|10m04|8AeuqaELjFg}}{{ndash|[[Steven Sharif]]}}
  
The advancement of a [[Nodes|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.{{video|20 April 2017|0m02|44HChA1Kkfk}}
+
: ''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.''{{interview|2020-07-8|1h00m15|zWguiuv9iyY}}{{ndash|[[Steven Sharif]]}}
 +
 
 +
* A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.{{livestream|2017-10-16|50m20|r701cyS3w6o}}
  
* Nodes advance to the first stage quickly. This enables [[NPCs|NPC]] services such as vending or [[Banking|banking]] [[Items|items]].{{quote|Npc vending.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/313158726095863808}}
 
* The more advanced the node is, the larger its [[ZOI]] becomes.{{web|https://www.ashesofcreation.com/node-series-part-2-metropolis/|Node series part II &ndash; the Metropolis.}}
 
* Less advanced nodes (referred to as [[Vassal nodes|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.{{livestream|16 October 2017|50m20|r701cyS3w6o}}
 
* A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.{{livestream|16 October 2017|50m20|r701cyS3w6o}}
 
* Players are moved to safety if they intersect with newly spawned assets during node advancement.{{livestream|17 November 2017|55m27|EAG9mS0U4NQ}}
 
 
* [[Citizens]] of one node can contribute to the advancement of other nodes.{{quote|node xp.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/320966186227466240}}  
 
* [[Citizens]] of one node can contribute to the advancement of other nodes.{{quote|node xp.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/320966186227466240}}  
* The exact percentage of advancement from obtaining [[Items|items]] or killing [[Mobs|monsters]] is not going to be explicitly known to avoid "gaming" the system.{{livestream|26 May 2017|28m16|JtG9mB2bREI}}
 
  
<blockquote>''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.''{{livestream|26 May 2017|28m16|JtG9mB2bREI}}{{ndash|[[Steven Sharif]]}}</blockquote>
+
* [[Node]] [[Experience|experience]] gain opportunities will be equitable across the four [[Node types|node types]].{{livestream|2021-09-24|1h21m23|tVWJQY8K8NY}}
 +
** The exact percentage of advancement from obtaining [[Items|items]] or killing [[Mobs|monsters]] is not going to be explicitly known to avoid "gaming" the system.{{livestream|2017-05-26|28m16|JtG9mB2bREI}}
 +
 
 +
: ''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.''{{livestream|2017-05-26|28m16|JtG9mB2bREI}}{{ndash|[[Steven Sharif]]}}
 +
 
 +
[[Node advancement]] spawns a series of animations and visual effects (within the [[Node footprint|footprint of the node]]).{{livestream|2022-10-14|55m13|rrD4RCTbxds}}{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}
 +
* Players within the node are teleported to a safe location, likely a respawn area near the node.{{livestream|2022-10-14|55m13|rrD4RCTbxds}}{{livestream|2017-11-17|55m27|EAG9mS0U4NQ}}
 +
* Supplies will spawn around the node and system driven [[Caravans|caravans]] are spawned to bring these supplies into the node. These caravans are not able to be attacked.{{livestream|2022-10-14|55m13|rrD4RCTbxds}}
 +
* [[NPCs]] will begin construction activities.{{livestream|2022-10-14|55m13|rrD4RCTbxds}}
 +
* Players outside the node will see the new facade of the node pop into existence as the node advances in stage.{{livestream|2022-10-14|55m13|rrD4RCTbxds}}
 +
 
 +
: ''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.''{{web|https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy|Blog - Know Your Nodes - Advance and Destroy.}}{{ndash|[[Margaret Krohn]]}}

Latest revision as of 19:43, 3 March 2024

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.[2][3]

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.[4]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[5]
  • The more advanced the node is, the larger its ZOI becomes.[6]
  • 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.[7]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[10]
  • 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.[11]
    • 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.[12]
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.[11]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.[12]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Citizens of one node can contribute to the advancement of other nodes.[13]
  • Node experience gain opportunities will be equitable across the four node types.[14]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[15]
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.[15]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[16][2]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[16][17]
  • 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.[16]
  • NPCs will begin construction activities.[16]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[16]
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.[2]Margaret Krohn
  1. Video, February 29, 2024 (33:57).
  2. 2.0 2.1 2.2 Blog - Know Your Nodes - Advance and Destroy.
  3. A reactive world - Nodes.
  4. Video, April 20, 2017 (0:02).
  5. Npc vending.jpg
  6. Node series part II – the Metropolis.
  7. 7.0 7.1 Livestream, October 16, 2017 (50:20).
  8. steven-quote-neighboring-nodes.png
  9. jahlon-steven-vassal-nodes-quote.png
  10. Livestream, February 29, 2024 (53:58).
  11. 11.0 11.1 Interview, July 18, 2020 (10:04).
  12. 12.0 12.1 Interview, July 8, 2020 (1:00:15).
  13. node xp.png
  14. Livestream, September 24, 2021 (1:21:23).
  15. 15.0 15.1 Livestream, May 26, 2017 (28:16).
  16. 16.0 16.1 16.2 16.3 16.4 Livestream, October 14, 2022 (55:13).
  17. Livestream, November 17, 2017 (55:27).