Node siege completion

Fonte: Ashes of Creation Wiki
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A node siege will last for up to two hours.[1]

  • Defenders will be required to hold a central point in the node for the duration of the siege or they must destroy the hedquarters of the attacking army.[2][3]
  • Attackers will need to gain access to the node then reach a central point where they must channel a 5 minute cast on the defender's flag. This cast can not be interrupted by CC but can be interrupted through death of the caster.[2][3]

If the node survives, there will be a cooldown before the node can be sieged again:

If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.[5]

Destruição de base

Nodes podem ser destruídas a partir do estágio 3 (Vilarejo), e são destruídas através de cercos.[6]

Bases podem ser destruídas a partir do estágio 3 - Vilarejo, e são destruídas através de cercos. Cercos começam ao se usar um item que pode ser obtido através de uma missão que aumenta em dificuldade de acordo com o estágio da base que está sendo alvo do cerco. Assim que esse item é levado à base e ativado, o período de declaração começa e uma contagem é iniciada para os jogadores da região. Essa contagem dura um número de dias igual ao estágio da base sendo cerceada. Assim que a contagem termina, o cerco começa. Existe um período de espera entre cercos, e jogadores devem esperar um cerco período de tempo após um cerco malsucedido para que um novo cerco possa ser declarado. Quanto maior o estágio da Base, maior o tempo de espera entre cercos. Se um cerco é bem-sucedido, a base retorna ao Estágio 0, e todos os que eram cidadãos daquela base deixam de sê-lo.[6]Margaret Krohn

Destruição de Prédios do Node

Destructible castle.[12]

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.[13]Steven Sharif

Edificações de Base (including player housing) have hit points and can be damaged or destroyed by different systems.[14][7]

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.[16][17]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.[16][17] Any NPCs or services offered by that building will not be available until the building is repaired.[18][7]

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.[16][17][14]

Impacto nas residências de jogadores

Designs de Residência de Jogadores e decorações são retidas e podem ser colocadas novamente no futuro caso a residência seja destruída durante um cerco de base.[23][24]

  • Diagramas são enviados por correio aos jogadores para uso futuro.[6]
  • Propriedades destruídas estão sujeitas à perda de bens.[6]
  • Certificados mantém grandes marcos (como Fornalhas e Solares, por exemplo).[23][24]
  • Uma possível ideia de design é que itens como mobília sejam encaixotados e acessíveis dentro da nova residência.[25]

Impact on in-node housing

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

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[23]

  • 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.

Impact on apartments

Apartamentos podem ser destruídos nas seguintes circunstâncias:[23]

[[{{{2}}}]] (estágio 4) ou maior, e o Node reverteu de volta a um estágio anterior.[23]

  • Se o prefeito decidir destruir os prédios de apartamento todos os itens e móveis serão devolvidos aos donos por correio.[26]

Impact on freeholds

Propriedades may be attacked by any player for a period of two hours following a successful siege against its parent node.[27][28][6][29] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[30]

  • Players and their allies may defend their freehold for this period of time.[29]
  • Structures and guards may be obtained to defend freeholds during this period.[29]
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.[30]

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.[28][6]

[[{{{2}}}]] (estágio 3) node or above, it will be destroyed.[30][6][28][31]

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.[6]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.[33]Steven Sharif

Ver também

Referências

  1. 1.0 1.1 siege more info.png
  2. 2.0 2.1 Entrevista, 2020-07-19 (37:58).
  3. 3.0 3.1 Transmissão ao vivo, 2017-05-19 (47:07).
  4. 4.0 4.1 4.2 4.3 steven-siege-immunity.png
  5. 5.0 5.1 Transmissão ao vivo, 2019-11-22 (17:59).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Blog - Know Your Nodes - Advance and Destroy.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Entrevista, 2020-07-08 (57:46).
  8. 8.0 8.1 8.2 Transmissão ao vivo, 2020-04-30 (1:14:44).
  9. 9.0 9.1 siege spoils.png
  10. nodes-delevel-to-zero.png
  11. Transmissão ao vivo, 2020-06-26 (1:48:43).
  12. Transmissão ao vivo, 2019-10-31 (36:20).
  13. 13.0 13.1 Transmissão ao vivo, 2019-11-22 (16:56).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Transmissão ao vivo, 2022-03-31 (1:13:00).
  15. Forums - Livestream Q&A 2022-08-26.
  16. 16.0 16.1 16.2 16.3 16.4 Blog: Development Update with Village Node.
  17. 17.0 17.1 17.2 17.3 17.4 Transmissão ao vivo, 2023-08-31 (57:23).
  18. Entrevista, 2023-07-09 (1:32:45).
  19. Entrevista, 2023-07-09 (1:36:24).
  20. Transmissão ao vivo, 2022-10-14 (52:31).
  21. Podcast, 2021-09-29 (14:21).
  22. 22.0 22.1 Transmissão ao vivo, 2020-06-26 (1:02:12).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Transmissão ao vivo, 2017-07-18 (40:14).
  24. 24.0 24.1 24.2 Transmissão ao vivo, 2017-11-17 (47:10).
  25. Transmissão ao vivo, 2020-06-26 (1:00:57).
  26. Transmissão ao vivo, 2021-03-26 (59:21).
  27. Transmissão ao vivo, 2021-11-19 (54:26).
  28. 28.0 28.1 28.2 28.3 Transmissão ao vivo, 2020-08-28 (2:04:00).
  29. 29.0 29.1 29.2 Transmissão ao vivo, 2017-05-19 (28:04).
  30. 30.0 30.1 30.2 30.3 Blog: Exploring the Boundless Opportunities of Freeholds.
  31. Transmissão ao vivo, 2017-05-19 (29:34).
  32. Transmissão ao vivo, 2023-07-28 (1:26:16).
  33. Transmissão ao vivo, 2023-06-30 (1:39:22).