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Node advancement
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]
- The vassal system begins when a node hits Village ( ﺡﺮﺴﻤﻟﺍ 3), but neighboring nodes starting from Expedition ( ﺡﺮﺴﻤﻟﺍ 1) also block the growth of their immediate neighbors.[8][9]
- 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]
- Node experience gain opportunities will be equitable across the four node types.[14]
- 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
Node development
Node layout and style is determined by several factors:[19][20]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[21] – Steven Sharif
- Environment (biome) and location of the node.[21][19][20]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[22]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[22] – Steven Sharif
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[20] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[23][24][19][2][20][25][26]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[28] – Steven Sharif
- The rest is determined by the node's mayor.[20]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[29]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[29] – Steven Sharif
Taxation
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[30][31]
- Amenities tax override.[30]
- Artisanship tax override.[30]
- Commerce tax override.[30]
- This may include taxes that apply to tavern games.[32][33]
- Property tax override.[30]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[34][35][36]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[37][38][39][40][41]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[39][40]
- Node tax rates will be visible on the world map by hovering over a node location.[42]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[43][36]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[43][44]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[44]
Player housing
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
ققشلا | Instanced.[6] | Village stage and higher.[45] | 50.[46] | One per character per server.[47] |
ةرحلا | Open world.[6] | Village stage and higher.[6] | Low thousands per server.[48][49] | One per account.[47] |
Inns | Instanced.[50] | Starting areas and دقعلا.[38] | Most accessible.[38] | - |
Static housing | In-node.[6] | Village stage and higher.[6] | 8.[46] | One per character per server.[47] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[51] – Steven Sharif
Adaptive content
نقطة إهتمام جديدة (مثل الدهاليز و زعماء العالم) تظهر بعقد(بشكل) متطور.[52] هذا المحتوي يتكيف مع تطور المناطق الموجودة به.[53]
- سوف تتغير الكثافة.[53]
- صعوبة المحتوي سوف تتغير.[53]
- قد يتغير المحتوي بلكامل , إعتمادا علي ما يتطور وكيف يتطور .[53]
- أنواع جديدة من الوحوش وإختلاف القصة (المهمات).[53]
- فقط بعض الدهاليز سوف تصبح متاحة في حالة أن العقد تطور لمراحل معينة .[54]
- القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد.[54]
- الجوائز في المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها.[54]
الدهاليز المحيطة و النقط الاخري حول الخريطة سوف تتأثر بتطور العقد. فقط بعض الدهاليز سوف تصبح متاحة إذا طورنا العقد إلي مستوي معين. القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد الجوائزفي المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها . علي سبيل المثال لنفترض أن البشر طورو عقد في المنقطة ج, و أصبحت مجموعة من المهمات متاحة مما يقود اللاعبين إلي أكتشاف دهاليز المناطق المجاورة .ولنفترض أن هذا العقد تم تطويره في منقطة صناعية… قبل تطور العقد , كان هذا الدهليز متاح… ولكن الأن نفس الدهليز أصبح يمتلك وحوش جديدة و تغيرت جوائزه لتصبح جوائز تستعمل للصناعة بسبب تطور العقد . وربما , قد يظهر زعيم جديد في غرف مختلفة من الدهليز التي سوف تحتوي علي مغامرة مختلفة و مهمات مختلفة , مثل شئ غامض مع مهمة للحصول عليه والمهمة يمكن فقط قبولها إذا تطور العقد إلي نقطة معينة في منطقة معينة , حول العالم . نظامنا واسع جدا, بما يتعلق ب الترابط و كيف يتأثر العالم بللاعبين.[54]
See also
عجارملا
- ↑ فيديو, 2024-02-29 (33:57).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ فيديو, 2017-04-20 (0:02).
- ↑
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Node series part II – the Metropolis.
- ↑ 7.0 7.1 البث المباشر, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ البث المباشر, 2024-02-29 (53:58).
- ↑ 11.0 11.1 مقابلة, 2020-07-18 (10:04).
- ↑ 12.0 12.1 مقابلة, 2020-07-08 (1:00:15).
- ↑
- ↑ البث المباشر, 2021-09-24 (1:21:23).
- ↑ 15.0 15.1 البث المباشر, 2017-05-26 (28:16).
- ↑ 16.0 16.1 16.2 16.3 16.4 البث المباشر, 2022-10-14 (55:13).
- ↑ البث المباشر, 2017-11-17 (55:27).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 19.0 19.1 19.2 البث المباشر, 2020-10-30 (39:17).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 البث المباشر, 2018-09-27 (53:06).
- ↑ 21.0 21.1 البث المباشر, 2022-02-25 (41:00).
- ↑ 22.0 22.1 البث المباشر, 2021-02-26 (1:12:18).
- ↑ البث المباشر, 2022-03-31 (4:57).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (29:47).
- ↑ مقابلة, 2018-05-11 (54:34).
- ↑ البث المباشر, 2017-05-26 (21:23).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (23:36).
- ↑ 28.0 28.1 مقابلة, 2018-05-11 (47:27).
- ↑ 29.0 29.1 البث المباشر, 2022-07-29 (1:13:09).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 فيديو, 2023-08-31 (28:04).
- ↑ البث المباشر, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ مقابلة, 2023-07-09 (54:46).
- ↑ البث المباشر, 2023-06-30 (1:45:22).
- ↑ 36.0 36.1
- ↑ Blog: Development Update with Village Node.
- ↑ 38.0 38.1 38.2 البث المباشر, 2023-08-31 (15:51).
- ↑ 39.0 39.1 مقابلة, 2023-07-09 (38:14).
- ↑ 40.0 40.1 مقابلة, 2020-03-27 (0:30).
- ↑ فيديو, 2018-04-05 (41:48).
- ↑ البث المباشر, 2023-09-29 (1:11:22).
- ↑ 43.0 43.1 البث المباشر, 2022-08-26 (1:10:16).
- ↑ 44.0 44.1 مقابلة, 2018-05-11 (57:02).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 46.0 46.1
- ↑ 47.0 47.1 47.2 مقابلة, 2018-05-11 (50:47).
- ↑ Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ البث المباشر, 2023-08-31 (22:32).
- ↑ البث المباشر, 2023-08-31 (18:13).
- ↑ البث المباشر, 2017-11-17 (36:22).
- ↑ 53.0 53.1 53.2 53.3 53.4 البث المباشر, 2017-11-17 (18:29).
- ↑ 54.0 54.1 54.2 54.3 MMOGames interview, January 2017