Edificações

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Edificações within Ashes of Creation offer goods and services as well as player housing, either within nodes or on freeholds.[3]

Node service buildings

Governos de base decidem a localização e os tipos de edificações de base construíveis a serem colocadas nos setores de uma base.[8][9][10]


Essas são edificações que o prefeito pode controlar se serão construídas ou não. Edificações construíveis podem ser escolhidas em um dos espaços de terra que uma base recebe quando evolui. Se escolherem começar a construção de um desses tipos de edificações - uma das quais é o mercado -, receberão certos benefícios de comércio assim como quiosques que os cidadãos podem alugar.[17]Steven Sharif

Quando os tipos de edificação são determinados, a comunidade precisará angariar recursos para a base (usando caravanas) e se unir para construir as edificações (através de missões e etc).[8]

O governo decide como especializar sua base. Ao fazerem certas escolhas, não poderão fazer outras.[8]

Governos diferentes poderão mudar as edificações em uma base.[8]

E pode ocorrer uma mudança de regime... Se alguém não gostar de terem construído um mercado e quiserem eleger um novo governo no próximo cíclo, eles podem...e aquele mercado poderia ser destruído e algo novo construído em seu lugar.[8]

Parâmetros predefinidos limitam o número de edificações dentro de bases.[9]

Node layout and style

Layout de Base de um Vilarejo no Alpha-1.[18]

Já no terceiro estágio de evolução, como uma vila, é um layout razoavelmente grande; e parte desses layouts inclui domicílos essencialmente estáticos, dentro da base, que os jogadores podem comprar.[18]Steven Sharif

Estilos de arquitetura Racial em uma vila no Alpha-0. Influência de Elfos Empíreos (acima). Influência de Humanos Kaelar (abaixo).[19]

O layout e a arquitetura dentro da área de desenvolvimento de uma Base são determinados pela raça com mais influência. Por exemplo, uma Base em estágio 3 onde a maioria dos jogadores contribuíntes é Py'Rai terá uma vila Py'Rai com arquitetura Py'Rai. A maioria dos PNJs seriam elfos Py'Rai, e ofereceriam missões com narrativa Py'Rai.[20]Margaret Krohn

A experiência contribuída por cada jogador é marcada com sua raça e outros identificadores. Quando uma Base evolui, a raça com a maior contribuição de experiência determina o estilo e cultura da Base. Essa mudança de estilo e cultura pode ocorrer em todo Estágio de Base. Por exemplo, se uma Base avança para o Estágio 2 - Acampamento e 51% de toda a experiência veio de jogadores Ren'Kai, a Base será uma Base Ren'Kai Estágio 2. Se essa mesma Base avançar para o Estágio 3 - Vilarejo, mas dessa vez os Py'rai tiverem contribuído 62% de tpda a experiência obtida, a Base se tornará uma Base Py'Rai Estágio 3. Influências culturais trazem mudanças além da estética e das missões - benefícios são dados àqueles da cultura dominante dentro da Zona de Influência daquela Base.[21]Margaret Krohn

O layout e o estilo de uma Base são determinados por diversos fatores:[22]

Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[22]Jeffrey Bard

Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[25]Steven Sharif

Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[26]

Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[26]Steven Sharif

Racial influences

Alpha-1 Vilarejo node layout.[18]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[27]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[27][28][21]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[26]Steven Sharif

Destruição de Prédios do Node

Destructible castle.[29]

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 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.[30]Steven Sharif

Edificações de Base (including player housing) have hit points and can be damaged or destroyed by different systems.[31][32]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[4][34]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[4][34] Any NPCs or services offered by that building will not be available until the building is repaired.[7][32]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[4][34][31]

List of service buildings

Alpha-2 Service buildings work-in-progress UI.[44]

All the services that come default with the node, we as a design team deemed essential: We want caravans to move around the world, so everyone should have a Caravansary. You want players to have storage, so everyone should have a Warehouse. But that doesn't mean those default buildings can't be upgraded and specialized themselves. But the empty plots are where you really get to start specializing your node.[44]Chris Justo

Freehold buildings

Freehold building types.[45][12]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[11]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[11][12][13][3][14]

Freehold buildings require blueprints and materials to construct.[11][47]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[48]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[12][49]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[49]
  • Basements in freehold buildings are to be decided.[50]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][51][52][53][54]

  • Buildings that require permits will have additional upkeep costs.[11]

Freehold building architecture is based on the blueprint for the building.[12][55]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[55]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[60][12]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[60]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[13][61][62][3][14]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[11][64]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[64][13]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[11]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[63]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[65]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[67]

Naming buildings

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Edificações will be able to be named. The custom name will appear as floating text when it is targeted.[68]

Freehold building skins

Sunbeam's Remembrance medium homestead cosmetic freehold building skin.[69]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold.[11]

Freehold building skins were offered as Kickstarter and Crowdfunding do verão rewards and were available in pre-order packs.[56][70][71][72][73]

  • Freehold building skins can also be achieved in-game.[74]
  • Freehold building cosmetics cannot be sold or traded with other players.[75][56]
Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[74]Steven Sharif
  • A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[78]
Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[74]Steven Sharif

Freehold building destruction

Propriedades may be attacked by any player for a period of two hours following a successful siege against its parent node.[80][81][21][82] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[11]

  • Players and their allies may defend their freehold for this period of time.[82]
  • Structures and guards may be obtained to defend freeholds during this period.[82]
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.[11]

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.[81][21]

[[{{{2}}}]] (estágio 3) node or above, it will be destroyed.[11][21][81][83]

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.[21]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.[85]Steven Sharif

Visuais

Ver também

Referências

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