The developers of MMORPG ASHES OF CREATION continue to introduce players with the system of nodes. This time they tell how to improve and destroy the knot.
How to improve and create a knot? When players complete the content inside the zone of influence of the node (area around the node), they introduce this experience in the development of the node. Experience, given to the node, can then be changed on the basis of certain events and achievements. When the node reaches the necessary experience, it passes the process of transition to the next stage. There are several exceptions when the knot cannot improve, even if it has the necessary experience-most often, the knot cannot improve if the node is a vassal of another node and will improve to the same stage as its node-parent.
area of development
the development area of the node is a place where civilization will appear as the node improves. As the stage of the node in the development zone increases, various buildings, non -game characters and services will be available. The higher the stage of the node, the more complex and populated the development zone becomes. The development areas will also vary depending on the type of node - economic, military, scientific or divine.
Stages of the node
level 0 - stage of wildlife: on This stage of the development zone is empty and uninhabited.
level 1 - the stage of the expedition when the node becomes an expedition, a small group of NPC and their compatriots appear. The development zone at this level is felt temporarily, reflecting that a group of people will carry with them - tents, bonfires, etc.
level 2 - stage of the camp: as soon as the expedition becomes a camp, the number of NPC is increasing, And there are more semi -preserved structures. The development zone at this level feels a little more accurate, busy with what people can build with the help of carts and simple tools - large tents, smokehouses and buildings built from local materials.
Level 3 - Stage of the village: At the stage of the village, the camp becomes a small border city. At this level, there are some constant structures, as well as the beginning of local self -government. The building area seems constant and residential. You will find buildings developed using more advanced materials, such as stone and construction solution, fences and other general structures. The village scene will also open a special building that provides unique usefulness to the type of node - military, economic, divine or scientific. government. The building area feels well -inhibited and developed at the moment by societies and organizations begin to patronize the city with the help of rating structures in which players can participate.
Level 5 - City scene: from the city the knot can turn into a big city, to turn into a big city who feels alive, fussy with development and offers the placement of the player's main center. The city scene is filled with all the basic elements of civilization, from the halls of guilds to large temples. The main embassies from other nodes will also be present if diplomacy wins. The relics can begin to appear in the warehouses of these cities.
level 6 - stage of the metropolis: the final form of the development zone - metropolis. At this stage of development, the node is massive. This metropolis will serve as a central knot for all things in its region. Each organization and religion in the world will be represented within the city. Exchange and markets will connect the world, and mansions and enterprises will flourish in the walls of the metropolis. In the metropolis, a unique and powerful ability called superpower will be stored, which is determined by the type of its node - military, economic, divine or scientific.
as It was indicated earlier, any action performed by the player who gives experience also gives this experience to the node, in the zone of influence of which he is at the moment. This includes experience from quests, craft, killing monsters, research, collection, construction and much more. If the knot is a vassal of another node and reaches the experience necessary to improve, it first checks whether it can improve, based on the hierarchy of his parent. If it is possible to improve, this happens. If this is impossible (for example, a level of level 2, which is a vassal of the level of level 3), it is limited instead, and all the overflow experience accumulated after this is provided to the parent node.
experience from vassal units
If the node is the unlipped unit node and is limited to further improvement, it first applies any experience earned to his own deficit, and then applies excess experience gained on its parent node. If the parent node improves and the vassal is able to grow, it becomes unexpressed.
If the knot is limited and is a vassal, and has its own vassals, any experience obtained from it or its vassals is first applied to their own deficiency. Any experience after that is sent to his parent node.
The experience of each player is marked by the character of the character and other identifiers. When the knot improves, the race with the highest contribution to experience determines the style and culture of the node. This change in style and culture can occur at each stage of the node. For example, if the node switches to level 2 - the stage of the camp, and 51% of the total experience was obtained by players, then the node will be a level of level 2. If the same knot goes to the level of level 3 - the stage of the village, but has introduced 62% of the total experience gained , then the node will be a level of level 3. Cultural influences bring more than just aesthetic and plot changes - advantages are provided to the dominant culture in the zone of influence of this node.
Events and achievements
The experience provided by the nodes by players can be changed by certain events and achievements in the node. The loss of war can interfere with growth, reducing incoming experience, while victory can increase incoming experience. The successful completion of a new trade agreement with another node can improve the quality of incoming events due to the implementation of commercial tasks or achievements. This system is designed to encourage success and cooperation within the framework of the citizenship of the node to help in the final height of this node.
How to remove and destroy the node?
Atrophy of the node
All nodes have a shortage of experience that accumulates daily. The deficit is based at the current level of the node; The experience gained is applied to the deficit, then any excess is added to the basis of the experience of the node. At the end of the day, any remaining deficit is deducted from the basis of the experience of the node. If the deficit leads to the fact that the node will fall below the necessary experience for its current level, certain flags will appear in order to notify the citizens that not everything is fine on their node. After a short period of time, if atrophy is not eliminated, the node will be removed.
removal of the nodes
if the knot removes the levels, it returns to the previous stage, but retains The racial style that he had before removal. The knot cannot remove more than one level at a time. For example, the level of level 2 will become level 1, and the level of level 1 is 0. If the removal leads to the fact that the knot will lose its vassals, it will happen.
The period ", during which the deficiency is temporarily reduced to 0. After the safe period expires, the node may start losing experience based on its deficiency.
The destruction of nodes
nodes can be destroyed, starting from level 3 - the stage of the village, and are destroyed by siege. Siege begins with an object that is acquired as a result of a quest, which is scale depending on the level of the node at which the siege is aimed. After the subject is delivered to the knot and activated, the announcement period and the countdown of time for players in the region begins. This reverse countdown continues for several days equal to the level of the deposited node. As soon as the countdown is completed, the siege begins. There is reloading between the sieges, and players should wait for some time after an unsuccessful siege before a new siege can be declared. The higher the level of the node, the longer the recovery time between the sieges. If the siege is successful, then the node decreases to level 0, anyone who was a citizen of this node is no longer a citizen. The destroyed possessions are subject to material loss, and the drawings for them are sent by the player by mail for use in the future to allow the player to maintain the structure and structure of their possession.
Since some areas grow in the world, others will fall. This is the basis of a living, breathing world, which is ASHES of Creation, where players will be able to make important decisions that are relevant to the durability of the area that becomes the city, or for the siege of a rival city.