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[[File:NodeEvolution.mp4|thumb|450px|Illustration of [[Node advancement|node advancement]] from [[Wilderness]] (stage 0) to [[Metropolis]] (stage 6).<blockquote>''
צמתים מתפתחים על ידי איסוף של נקודות ניסיון (XP) מפעולות של שחקנים בקרבת מקום. כאשר שחקנים משלימים תוכן בתוך אזור ההשפעה של צומת (האזור סביב הצומת), הם תורמים את נקודות הניסיון לפיתוח הצומת. נקודות הניסיון הניתנות לצומת יכולות אז להשתנות בהתאם לאירועים והישגים מסוימים. כאשר צומת צובר את כמות נקודות הניסיון הנדרשת, הוא עובר את תהליך ההתפתחות לשלב הבא. ישנם כמה מקרים יוצאי דופן שבהם צומת אינו יכול להתקדם למרות שיש לו את הניסיון הנדרש - לרוב, צומת אינו יכול להתקדם אם הוא צמית של צומת אחר והיה מתקדם לאותו שלב של צומת האב שלו.
''{{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>]]
[[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.}}
פעילות של שחקנים [[Citizenship|אזרחים]] ולא אזרחים ([[Quests]], [[Gathering]], [[Raids]], וכו.)
{| class="wikitable"
!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]].{{interview|20 July 2020|3m45|B_2SFbN8PP8}}
!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
| Small houses
!scope="row"| 4.
| [[Towns|Town]]
| -
| Many days
| Medium houses
!scope="row"| 5.
| [[Cities|City]]
| -
| Few weeks
| Large houses
!scope="row"| 6.
| [[Metropolis]]
| Metro
| Many weeks
| Mansions
<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>
[[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}} '''[[ZOI]]s will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.''' <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>]]
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}}
* 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}}
** The vassal system begins when a node hits [[Villages|stage 3 (village)]], but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.{{quote|jahlon-steven-vassal-nodes-quote.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/715343268870619227}}
* Due to the way the [[World manager|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|8 July 2020|1h00m15|zWguiuv9iyY}}
** 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.{{interview|18 July 2020|10m04|8AeuqaELjFg}}
<blockquote>''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 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.''{{interview|8 July 2020|1h00m15|zWguiuv9iyY}}{{ndash|[[Steven Sharif]]}}</blockquote>
* 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}}
* 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>

Revision as of 13:53, 2 August 2020