Player housing

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Pre-alpha Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing is player-owned accommodation in the form of ققشلا, ةرحلا, Inns, and Static housing.[4][5]

A player may own up to one of each type of housing simultaneously.[6][7] Static housing and ققشلا are one per server; ةرحلا are one per account.[8]

Player housing Type. Availability. Starting count. Limit.
ققشلا Instanced.[5] Village stage and higher.[9] 50.[10] One per character per server.[8]
ةرحلا Open world.[5] Village stage and higher.[5] Low thousands per server.[11][12] One per account.[8]
Inns Instanced.[13] Starting areas and دقعلا.[4] Most accessible.[4] -
Static housing In-node.[5] Village stage and higher.[5] 8.[10] One per character per server.[8]
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.[14]Steven Sharif
Q: Freeholds specifically are locked one per account?
A: Correct.[8]Steven Sharif
Q: If I put an alt on a different server I could have in-node housing or at least an instanced house?
A: Correct, yes.[8]Steven Sharif

Benefits

Player housing offers a number of benefits.[15][16]

  • Ability to claim citizenship to a node.[17][18][19]
    • Additional benefits are granted to home owners who are also citizens of that node.[20]
  • Ability to place furniture and other decor items.[21][22][23]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[24]
    • Each size of player-owned housing determines how many decor items can be placed in it.[15]
  • Storage containers.[23][16]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[23]
    • Different grades of storage containers have different inventory capacities.[23]

Each different type of housing offers different additional benefits.[20]

info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • Prized items can be displayed within a house.[16]
  • تازاجنالا and trophies may be displayed.[16]
  • Social activities.[16]
  • Housing may provide proximity based bonuses.[16]

Citizenship

Node citizenship.[30][4]

Citizenship is, aside from nodes existing, one of the most important parts. So you as a player will get to become a citizen of these nodes: you're going to need to acquire some form of housing to be able to do that within that node's jurisdiction, it's zone of influence.[4]Chris Justo

Player housing grants the ability to claim citizenship of a Village ( ﺡﺮﺴﻤﻟﺍ 3) node or higher.[30][4][17][18][19] Gaining citizenship through player housing is not automatic. It must be claimed.[17]

When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[32]
  • A player can only claim citizenship to one node at a time.[17][33]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[32]Steven Sharif
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[36]Steven Sharif
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[41]
  • A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[42]

Household security

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[13][43][44][45]

A property has a single owner/primary tenant.[13][51][43]

  • Marriage enables family size to increase by one so that housing access can be shared.[51][52]
  • Access lists can be used to mimic co-ownership.[45]
  • Payment of taxes may be via a "gentleman's agreement".[53]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[43]Steven Sharif

ققشلا

ققشلا provide instanced player housing functionality on a rental basis.[54][5]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[9]Steven Sharif

Apartment options

Template:Apartment options

ةرحلا

Freehold in Alpha-1.[55]

Three main purposes that freeholds provide are allowing players an opportunity to express themselves in a highly customizable fashion. So these are plots of lands that you have access to. You can build different types of buildings on. You can create housing and place furniture; and you can grow livestock and you can just own this piece of land. And one unique thing about allowing the players express themselves through this manner in Ashes of Creation is that it's in the open-world, so it's not an instance or a phase location that you are customizing. You're actually leaving a mark on the world that's representative of you as a player, as a character. Something you can you can roleplay. But importantly enough, when it comes to the economy, freeholds also provide the highest level of processing that's available; and processing is one of three primary branches that exist within the artisanship system. Processing is the intermediary step between what you gather in the wild and what you eventually craft via recipes. The the other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[56]Steven Sharif

Alpha-2 freehold walkthrough.[57]

We got some sheep; we got some cows and pigs; and we got some chickens back there; and we have a lot of space for different farmables. So we have a wheat here, corn, and then tomatoes over there as well.[57]John Collins

ةرحلا are sizable player housing plots that can be situated in baronies within the ذوفنلا هقطنم (ZOI) of a Village ( ﺡﺮﺴﻤﻟﺍ 3) or higher node, including the ZOI of any of its vassal nodes.[11][58][59][26][60][61][62][5]

The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[70]Steven Sharif
Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[11]
  • The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[11][12][75][76]
The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[11]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[78][79][80][81][82]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[83]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[83]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[78]Steven Sharif
  • Events do not target personal belongings such as freeholds.[85]
  • The spread of corruption in the world does not impact the freehold system.[86]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[87]
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ

Freehold placement

Alpha-2 freehold placement.[64][26]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[59]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Village ( ﺡﺮﺴﻤﻟﺍ 3) or higher node in order to place the plot.[11][64][26][60][65][62]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[66]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[59]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[11][90]
    • Players can manipulate the orientation of their freehold plot.[92]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[11][93][90]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[90]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[101]

Freehold buildings

Freehold building types.[103][26]

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][26][104][5][105]

Freehold buildings require blueprints and materials to construct.[11][65]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[93]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[26][73]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[73]
  • Basements in freehold buildings are to be decided.[107]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][108][109][77][110]

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

Freehold building architecture is based on the blueprint for the building.[26][111]

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.[111]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[116][26]

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.[116]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[104][117][74][5][105]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[11][119]
    • 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.[119][104]
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.[118]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[92]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[87]

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[26]

ةرحلا offer the following benefits in addition to other player housing benefits.[26]

Freehold security

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[13][43][44][45]

A property has a single owner/primary tenant.[13][51][43]

  • Marriage enables family size to increase by one so that housing access can be shared.[51][52]
  • Access lists can be used to mimic co-ownership.[45]
  • Payment of taxes may be via a "gentleman's agreement".[53]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[43]Steven Sharif

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[11][125][84][126][26]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[51]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[11][125][84]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[125]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[127]
    • Interaction with the guild system will be tested in Alpha-2.[128]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[11]

Players cannot steal from a freehold under normal circumstances.[11][129][47][130]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[131][11][130] It has not been decided which players get to loot the debris field during this period.[131]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[11]

Players cannot pvP while inside the footprint of a freehold homestead even if the doors are unlocked.[11][132] This does not apply for a period of two hours following a successful siege against its parent node.[133][134][38][135]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[11]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[135] NPC guards that permanently exist on a freehold are not a planned feature.[136]

Shared access

Template:Freehold shared access

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[5]

Static housing benefits

Static housing offers the following benefits in addition to other player housing benefits.[22]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[140]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[140]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[140][5]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[141]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[5]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[5]

Housing destructibility

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[143][144]

  • This applies to buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges.[145][146]
    • There will be ways to repair destructible structures and also repair (or re-craft) siege weapons that were damaged during sieges.[146]
  • The terrain itself is not destructible.[145]

Static housing destructibility

info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[147]

  • 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.

Apartment destructibility

ققشلا may be destroyed in the following circumstances:[147]

  • If their building was destroyed during a node siege, even if the siege was not successful.[148][147]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[149]
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ

Freehold destructibility

ةرحلا may be attacked by any player for a period of two hours following a successful siege against its parent node.[133][134][38][135] 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.[135]
  • Structures and guards may be obtained to defend freeholds during this period.[135]
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.[134][38]

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.[38]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.[151]Steven Sharif

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[11][147][152]

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[154][15][155][19][5]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[156] Currently freeholds may be acquired via auction.[11][58][59][64][26][60]
    • A grace period will occur before the housing becomes available for auction.[156]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[156]
    • At the end of the auction, the highest bidder will win the house.[156]
  • Housing will have a base price that scales with the number of citizens in the node.[157]
    • There is no cap on the price of player-originated housing sales.[20]
    • In-node housing will be at a premium, and is expected to be hotly contested.[5]
    • The more apartments that have been purchased in a node, the higher the price scales.[158]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[63]Steven Sharif
  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[157]
  • Players will not be able to exceed their allotment of housing in the game.[162]
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • Rental and leasing concepts are under consideration.[162]

Taxes

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[163]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[11]

Housing decoration

Template:Housing decoration

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[11][147][152]

Housing decoration cosmetics

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.[38][165]

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.[166]

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.[172]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.[173]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[168]
  • Citizens of one node can contribute to the advancement of other nodes.[174]
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.[176]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[177][38]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[177][178]
  • 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.[177]
  • NPCs will begin construction activities.[177]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[177]
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.[38]Margaret Krohn

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[179]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[180]

Mobile/web interface

Template:Mobile/web interface

Artwork

Community guides

See also

عجارملا

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  2. About Ashes of Creation.
  3. البث المباشر, 2018-05-04 (32:46).
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  6. مقابلة, 2023-07-09 (42:11).
  7. player housing limits.png
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  67. 67.0 67.1 steven-freehold-quest-level.png
  68. steven-freehold-quest.png
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  99. steven-freehold-distance.png
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  120. steven-target-dummies.png
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  127. Screenshot 20230725-163146 Discord.jpg
  128. steven-guild-freehold-permissions.png
  129. steven-stealing-from-freeholds.png
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  141. steven-static-housing-same-size.png
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  144. البث المباشر, 2019-06-28 (31:15).
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  148. البث المباشر, 2019-11-22 (17:59).
  149. البث المباشر, 2021-03-26 (59:21).
  150. البث المباشر, 2017-05-19 (29:34).
  151. البث المباشر, 2023-06-30 (1:39:22).
  152. 152.0 152.1 152.2 152.3 البث المباشر, 2017-11-17 (47:10).
  153. 153.0 153.1 البث المباشر, 2020-06-26 (1:00:57).
  154. 154.0 154.1 steven-selling-freeholds.png
  155. البث المباشر, 2020-06-26 (54:03).
  156. 156.0 156.1 156.2 156.3 البث المباشر, 2017-05-12 (55:01).
  157. 157.0 157.1 البث المباشر, 2020-06-26 (53:41).
  158. البث المباشر, 2017-05-12 (52:01).
  159. البث المباشر, 2020-06-26 (1:02:12).
  160. البث المباشر, 2020-06-26 (56:08).
  161. البث المباشر, 2023-06-30 (1:20:20).
  162. 162.0 162.1 البث المباشر, 2019-05-30 (1:23:41).
  163. House Tax.png
  164. فيديو, 2024-02-29 (33:57).
  165. A reactive world - Nodes.
  166. فيديو, 2017-04-20 (0:02).
  167. Npc vending.jpg
  168. 168.0 168.1 البث المباشر, 2017-10-16 (50:20).
  169. steven-quote-neighboring-nodes.png
  170. jahlon-steven-vassal-nodes-quote.png
  171. البث المباشر, 2024-02-29 (53:58).
  172. 172.0 172.1 مقابلة, 2020-07-18 (10:04).
  173. 173.0 173.1 مقابلة, 2020-07-08 (1:00:15).
  174. node xp.png
  175. البث المباشر, 2021-09-24 (1:21:23).
  176. 176.0 176.1 البث المباشر, 2017-05-26 (28:16).
  177. 177.0 177.1 177.2 177.3 177.4 البث المباشر, 2022-10-14 (55:13).
  178. البث المباشر, 2017-11-17 (55:27).
  179. The mighty beard!
  180. البث المباشر, 2017-05-24 (42:22).