Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
I know this a long post, but I had made it much shorter then I had originally written, I wanted to make sure to get all my points across to reduce the back and forth needed.
In any PvP-focused game, balance is everything. It’s what makes competition fair, engaging, and worth investing time into. The moment one group of players is given a permanent advantage over others—like exclusive access to flying mounts—the game stops being about skill and strategy and starts being about who got lucky enough to be on the winning side first.
If history has taught us anything about PvP-driven games, it’s that when balance is ignored, players quit, economies crash, and the game dies.
1. PvP Balance is Like Chess—Everyone Needs a Fair Board
PvP games thrive when the playing field is level. Every battle, every war, every raid should be determined by skill, tactics, and teamwork. The moment you introduce an exclusive advantage—like flying mounts—you’ve essentially rigged the game before the fight even starts.
Imagine playing chess, but your opponent is allowed to use their queen and rooks while you can’t. Would you still want to play? Probably not. Because at that point, it’s not a game—it’s a guaranteed loss.
This is exactly what happens when only a few players or guilds gain access to flying mounts. The advantage isn’t minor—it completely rewrites how the game is played:
Faster travel – They can move across the map in a fraction of the time.
Resource control – They can farm materials without competition.
Unavoidable ambushes – They can drop from the sky at will, attacking players with no warning.
Exclusive access to key locations – They can bypass terrain barriers, forts, or dangerous zones.
Economic dominance – They can transport resources safely while ground players risk getting ganked.
In a PvP-driven game, where territory and power matter, mobility is king. Giving some players the ability to bypass everything that makes PvP challenging doesn’t just create an imbalance—it removes the entire point of fighting in the first place.
2. The Long-Term Impact: Guild Dictatorships & Player Exodus
When a select few can farm, fight, and control resources better than everyone else, you don’t get a competitive game—you get an unstoppable ruling class. Over time, this creates a dictatorship-like system where:
Smaller guilds can never catch up.
The “flying elite” monopolize major resources.
Warfare becomes pointless because the dominant guild can always outmaneuver everyone.
Eventually, regular players realize they have only two choices:
Submit and serve under the dominant guild (which is NOT fun in a game about competition).
Quit the game entirely.
And when players start quitting, the entire PvP ecosystem collapses. Wars become meaningless, the economy stagnates, and the only people left playing are the handful who were given unfair advantages in the first place.
This isn’t theoretical—it’s happened in countless MMOs and PvP games before. Imbalance always leads to server death.
3. The Power Creep of Flying Mounts
The issue with flying mounts isn’t just that they exist—it’s how they fundamentally change the game. These aren’t just “cool rewards for grinding.” They reshape every aspect of PvP:
Gathering & Farming Advantage – Flyers can freely collect resources while ground players fight for scraps.
Ganking & Unfair Engagements – Ground players are forced into fights they can’t avoid, while flyers pick and choose when to engage.
Unrestricted Mobility – They dictate when and where fights happen, while everyone else plays catch-up.
Trade & Market Control – They move materials safely while ground players risk ambushes, leading to economic monopolies.
What starts as a “cool reward” for a few turns into an unbeatable advantage that snowballs over time. No PvP game can survive when one group is always ahead.
4. The Alpha Test Paradox – The Azure Mines Comparison
Think back to New World’s closed alpha test, where guilds had to physically build walls around valuable resource nodes like the Azure Mines. They had to actively defend these locations and even pay a protection fee every 16 hours to keep control.
Now imagine trying to do that while another guild has flying mounts.
While your guild builds defenses, sets up patrols, and organizes 24/7 protection, the flying guild doesn’t have to do any of that. They can simply fly over, grab the resources, and leave without consequence. If there’s a server-wide limit on how many players can have flying mounts, and your guild isn’t one of them, you’re playing a completely different game—one you can never win.
That’s not strategy. That’s forced submission through game mechanics.
Balance or Bust
A PvP-driven game only survives when fights are fair and winnable by anyone with the right skill, strategy, and effort. The moment you give one group of players a permanent, exclusive advantage, you’ve broken that balance.
Flying mounts aren’t just a fun cosmetic or small perk—they are a game-breaking tool that allows a select few to dominate every aspect of gameplay. Over time, this leads to player frustration, server stagnation, and ultimately, a dying game.
If you want a PvP game to thrive, everyone must play by the same rules. Because once you start giving some players their queens and rooks while others are left with pawns, the game isn’t fun anymore—it’s already lost.
Bonus: Imagine Being a Streamer Trying to Cope with This
Now, let’s add another layer of suffering. Imagine being a PvP-focused streamer trying to play this game. It’s literally your job to entertain viewers, win fights, and showcase skill-based gameplay.
But instead, you’re stuck on the ground, trying to make content while some skyborne sweatlord flies in, steals your kills, ganks you from above, and disappears before you can do anything. Meanwhile, your chat is spamming “LOL SKILL ISSUE” as you try to explain that no, actually, this game is just broken.
At that point, what are you even grinding for? The entertainment factor disappears because every fight is predetermined by mount access. The content dries up because viewers only want to watch people with mounts dominating everyone else. And before long, even the streamers are forced to quit or cope harder than a Dark Souls player trying to parry a nuke.
PvP games live and die by balance. You can’t have competition without a fair battleground. Otherwise, it’s not a game anymore—it’s just one side flexing while the rest of us play NPCs in their power fantasy.
In closing.....
At the end of the day, we love this game. That’s why we care. That’s why we’re having this discussion in the first place. A great PvP game isn’t just about combat—it’s about the stories, rivalries, and moments that come from fair, hard-fought battles.
But for any game to thrive and last, it needs balance. Every legendary PvP game—whether it’s an MMO, an FPS, or a strategy game—survives because every player has an equal shot at victory.
Without balance, even the best-designed games lose their magic. If only a handful of players or guilds can ever truly compete, then what’s left for everyone else? The game stops being about PvP and starts being about waiting to get farmed. That’s when people leave, and that’s when the game dies.
The Bottom Line
We want this game to succeed. But for it to have true longevity, the competitive integrity has to be protected at all costs. Every major PvP game that has survived the test of time has done so because no single group of players is given an advantage so strong that others can never compete.
If flying mounts are introduced without serious balance considerations, limitations, or counterplay, then we won’t be looking at a thriving game years from now—we’ll be looking at another cautionary tale of how imbalance kills great games.
Please, I would love to hear others thoughts on this matter. Thanks for taking the time to read this.
In any PvP-focused game, balance is everything. It’s what makes competition fair, engaging, and worth investing time into. The moment one group of players is given a permanent advantage over others—like exclusive access to flying mounts—the game stops being about skill and strategy and starts being about who got lucky enough to be on the winning side first.
If history has taught us anything about PvP-driven games, it’s that when balance is ignored, players quit, economies crash, and the game dies.
1. PvP Balance is Like Chess—Everyone Needs a Fair Board
PvP games thrive when the playing field is level. Every battle, every war, every raid should be determined by skill, tactics, and teamwork. The moment you introduce an exclusive advantage—like flying mounts—you’ve essentially rigged the game before the fight even starts.
Imagine playing chess, but your opponent is allowed to use their queen and rooks while you can’t. Would you still want to play? Probably not. Because at that point, it’s not a game—it’s a guaranteed loss.
This is exactly what happens when only a few players or guilds gain access to flying mounts. The advantage isn’t minor—it completely rewrites how the game is played:
Faster travel – They can move across the map in a fraction of the time.
Resource control – They can farm materials without competition.
Unavoidable ambushes – They can drop from the sky at will, attacking players with no warning.
Exclusive access to key locations – They can bypass terrain barriers, forts, or dangerous zones.
Economic dominance – They can transport resources safely while ground players risk getting ganked.
In a PvP-driven game, where territory and power matter, mobility is king. Giving some players the ability to bypass everything that makes PvP challenging doesn’t just create an imbalance—it removes the entire point of fighting in the first place.
2. The Long-Term Impact: Guild Dictatorships & Player Exodus
When a select few can farm, fight, and control resources better than everyone else, you don’t get a competitive game—you get an unstoppable ruling class. Over time, this creates a dictatorship-like system where:
Smaller guilds can never catch up.
The “flying elite” monopolize major resources.
Warfare becomes pointless because the dominant guild can always outmaneuver everyone.
Eventually, regular players realize they have only two choices:
Submit and serve under the dominant guild (which is NOT fun in a game about competition).
Quit the game entirely.
And when players start quitting, the entire PvP ecosystem collapses. Wars become meaningless, the economy stagnates, and the only people left playing are the handful who were given unfair advantages in the first place.
This isn’t theoretical—it’s happened in countless MMOs and PvP games before. Imbalance always leads to server death.
3. The Power Creep of Flying Mounts
The issue with flying mounts isn’t just that they exist—it’s how they fundamentally change the game. These aren’t just “cool rewards for grinding.” They reshape every aspect of PvP:
Gathering & Farming Advantage – Flyers can freely collect resources while ground players fight for scraps.
Ganking & Unfair Engagements – Ground players are forced into fights they can’t avoid, while flyers pick and choose when to engage.
Unrestricted Mobility – They dictate when and where fights happen, while everyone else plays catch-up.
Trade & Market Control – They move materials safely while ground players risk ambushes, leading to economic monopolies.
What starts as a “cool reward” for a few turns into an unbeatable advantage that snowballs over time. No PvP game can survive when one group is always ahead.
4. The Alpha Test Paradox – The Azure Mines Comparison
Think back to New World’s closed alpha test, where guilds had to physically build walls around valuable resource nodes like the Azure Mines. They had to actively defend these locations and even pay a protection fee every 16 hours to keep control.
Now imagine trying to do that while another guild has flying mounts.
While your guild builds defenses, sets up patrols, and organizes 24/7 protection, the flying guild doesn’t have to do any of that. They can simply fly over, grab the resources, and leave without consequence. If there’s a server-wide limit on how many players can have flying mounts, and your guild isn’t one of them, you’re playing a completely different game—one you can never win.
That’s not strategy. That’s forced submission through game mechanics.
Balance or Bust
A PvP-driven game only survives when fights are fair and winnable by anyone with the right skill, strategy, and effort. The moment you give one group of players a permanent, exclusive advantage, you’ve broken that balance.
Flying mounts aren’t just a fun cosmetic or small perk—they are a game-breaking tool that allows a select few to dominate every aspect of gameplay. Over time, this leads to player frustration, server stagnation, and ultimately, a dying game.
If you want a PvP game to thrive, everyone must play by the same rules. Because once you start giving some players their queens and rooks while others are left with pawns, the game isn’t fun anymore—it’s already lost.
Bonus: Imagine Being a Streamer Trying to Cope with This
Now, let’s add another layer of suffering. Imagine being a PvP-focused streamer trying to play this game. It’s literally your job to entertain viewers, win fights, and showcase skill-based gameplay.
But instead, you’re stuck on the ground, trying to make content while some skyborne sweatlord flies in, steals your kills, ganks you from above, and disappears before you can do anything. Meanwhile, your chat is spamming “LOL SKILL ISSUE” as you try to explain that no, actually, this game is just broken.
At that point, what are you even grinding for? The entertainment factor disappears because every fight is predetermined by mount access. The content dries up because viewers only want to watch people with mounts dominating everyone else. And before long, even the streamers are forced to quit or cope harder than a Dark Souls player trying to parry a nuke.
PvP games live and die by balance. You can’t have competition without a fair battleground. Otherwise, it’s not a game anymore—it’s just one side flexing while the rest of us play NPCs in their power fantasy.
In closing.....
At the end of the day, we love this game. That’s why we care. That’s why we’re having this discussion in the first place. A great PvP game isn’t just about combat—it’s about the stories, rivalries, and moments that come from fair, hard-fought battles.
But for any game to thrive and last, it needs balance. Every legendary PvP game—whether it’s an MMO, an FPS, or a strategy game—survives because every player has an equal shot at victory.
Without balance, even the best-designed games lose their magic. If only a handful of players or guilds can ever truly compete, then what’s left for everyone else? The game stops being about PvP and starts being about waiting to get farmed. That’s when people leave, and that’s when the game dies.
The Bottom Line
We want this game to succeed. But for it to have true longevity, the competitive integrity has to be protected at all costs. Every major PvP game that has survived the test of time has done so because no single group of players is given an advantage so strong that others can never compete.
If flying mounts are introduced without serious balance considerations, limitations, or counterplay, then we won’t be looking at a thriving game years from now—we’ll be looking at another cautionary tale of how imbalance kills great games.
Please, I would love to hear others thoughts on this matter. Thanks for taking the time to read this.

3
Re: Disgusted by the team already and I haven´t played the game yet.
It's the classic case of Schrodinger's ForumAt this point i can no longer tell if the Forum is alive or dead.


1
Fix pve content.
I'm level 21 right now. I've grinded in ROS. Looking to move onto carph, but no one seems to want to do carph. I'm told the reason is, is because you can just enchant level 10 gear to plus 8 and it's better than the carph drops and enchanting carph gear takes too many resources?. My suggestion would be to not allow enchantment of items that are level 10. Only 25. If the level cap is raised, then also raise the cap for enchanting items. To a new player (me) it seems the game is just a crafting sim passed level 21. Imo pve content needs to be strong with lots of dungeons ,raids. My feedback , for what it's worth...
Re: High price to test
Hello! i would absolutely love to be a tester but the price is a bit steep especially with having a $15 monthly subscription. Yeah there's one free month but still. Is there any plans to keep lowering the price each phase? Again i would absolutely love to test this MMORPG but the price is the only thing holding me back.
I totally get that the price might seem high, especially with the monthly subscription on release, but Intrepid’s approach to Alpha and Beta access is intentional.
🔹 Why Testing Access is Expensive
Intrepid wants dedicated testers, not just players looking for early access. A higher price ensures that those who join are committed to providing feedback and improving the game.
This is a true testing phase, not a paid early-access preview. Alpha 2 still has bugs, incomplete features, and constant balance changes—it's meant for testing, not just playing.
The development is self-funded without a publisher, meaning there’s no external pressure to monetize through cash shops or pay-to-win mechanics. Paid testing access helps sustain development while keeping the game’s integrity intact.
🔹 Will the Price Be Lowered?
So far, no official announcement has been made about lowering the price in future phases. However, historically, Beta phases tend to be more accessible than Alpha, so it’s possible that the entry cost will be adjusted closer to launch.
If testing isn’t a priority for you, waiting for open Beta or full release might be the best option. Once the game launches, all you’ll need is the standard $15/month subscription.
I totally understand wanting to test the game, but Intrepid’s focus is on maintaining a structured and meaningful testing environment. If you’re not comfortable with the cost now, following the development updates and waiting for Beta might be the way to go!.

1
Re: Choosing server
Choosing the Right Server in Ashes of Creation
Right now, the three available servers are Lyneth, Lotharia, and Vyra, and each seems to be forming its own reputation among players.
🔹 Lyneth – Seems to have a high streamer population, which can be a double-edged sword. Expect active PvP, large guilds, and a competitive economy—but also potential drama and content creators shaping server politics.
🔹 Lotharia – Less is said about this one, but it may be the most balanced option, with a mix of casual and hardcore players. If you’re looking for a fresh start without the streamer influence, this could be the way to go.
🔹 Vyra – The memes are strong with this one. From jokes about ritual sacrifices to accusations of duping, it’s got a rough reputation. If you like chaotic and unpredictable environments, maybe Vyra is for you. Otherwise, consider the warnings.
How to Choose?
If you want high competition and exposure, go Lyneth.
If you prefer a balanced and quieter experience, try Lotharia.
If you love chaos and don’t mind drama, then Vyra is your battlefield.
At the end of the day, your experience will depend more on the community you join rather than just the server itself. If you’re part of a solid guild, you can thrive anywhere. 🔥🏹
Hope that helps! Which server are you leaning towards? 🤔
Right now, the three available servers are Lyneth, Lotharia, and Vyra, and each seems to be forming its own reputation among players.
🔹 Lyneth – Seems to have a high streamer population, which can be a double-edged sword. Expect active PvP, large guilds, and a competitive economy—but also potential drama and content creators shaping server politics.
🔹 Lotharia – Less is said about this one, but it may be the most balanced option, with a mix of casual and hardcore players. If you’re looking for a fresh start without the streamer influence, this could be the way to go.
🔹 Vyra – The memes are strong with this one. From jokes about ritual sacrifices to accusations of duping, it’s got a rough reputation. If you like chaotic and unpredictable environments, maybe Vyra is for you. Otherwise, consider the warnings.
How to Choose?
If you want high competition and exposure, go Lyneth.
If you prefer a balanced and quieter experience, try Lotharia.
If you love chaos and don’t mind drama, then Vyra is your battlefield.
At the end of the day, your experience will depend more on the community you join rather than just the server itself. If you’re part of a solid guild, you can thrive anywhere. 🔥🏹
Hope that helps! Which server are you leaning towards? 🤔

1
Re: corruption system needs a rework
The main issue with corruption being applied in the first kill is the certainty for the other player that you'll get corrupted if you kill them. This gives them complete safety and even an advantage in dying to get you corrupted.
This is the where we disagree. They don't have "complete" safety. Nor is dying an advantage. 99% of fights are one person getting jumped by 2 or 3 others and it's normally when they're half health after a fight with a mob to get a material node. "Lessening" corruption penalties will increase this to the nth degree. Corruption has to be a stiff penalty or it's meaningless. Can it be adjust to make more sense and encourage more meaningful PvP interactions, of course. I think we agree that it needs to be adjust and mostly how it should be. But fostering a environment that encourages random ganking is just going to make people quit.
I think lawless zones should be dynamic at launch, a Node should be able to grow and bring "law/justice" to a zone it's near if it's influence is great enough. This would add the idea of a changing world. Lawless zones should exist on land masses if it's outside the influence of the closest Node. What they decide to do probably isn't even known to them right now. Which makes sense, let see where it goes and let our voices known. It does appear they listen.... slowly.... took too long to change the gathering
Aside from the adjustment of corruption to make it more meaningful. There needs to be a Node reputation system. Killing someone of Node A in a Node A area it should drop your reputation of that Node to the point where you're an outlaw to that Node and it's guards are hostel to you, and you won't be able to use its facilities, until your reputation is repaired or the Node is destroyed. Once hostel with that Node you'd show as red (orange, or whatever) to members of that Node. But killing a member of Node A while they're at your Node's area wouldn't cause a reputation loss with Node A. There's tons of adjustments you can make from something like this. They could apply this same mechanic to the Religion system as well which would make for some really interesting interactions. You could be faced with an Enemy Node player but they're of the same Religion so they show up as yellow, and you can choose to align with your Node or Relgion at that point. Could be really fun in some situations. I'd argue this would be enough alone and corruption wouldn't even really be needed in its current state.
Corruption alone will never be enough to balance it, not matter how it's adjusted. The game is too ganky right now and it's not fun nor do I really expect it to be fun atm. I know we're testing and not all of this is the focus, but I can only judge it on what it is not what someone dreams it to be.
This is the where we disagree. They don't have "complete" safety. Nor is dying an advantage. 99% of fights are one person getting jumped by 2 or 3 others and it's normally when they're half health after a fight with a mob to get a material node. "Lessening" corruption penalties will increase this to the nth degree. Corruption has to be a stiff penalty or it's meaningless. Can it be adjust to make more sense and encourage more meaningful PvP interactions, of course. I think we agree that it needs to be adjust and mostly how it should be. But fostering a environment that encourages random ganking is just going to make people quit.
I think lawless zones should be dynamic at launch, a Node should be able to grow and bring "law/justice" to a zone it's near if it's influence is great enough. This would add the idea of a changing world. Lawless zones should exist on land masses if it's outside the influence of the closest Node. What they decide to do probably isn't even known to them right now. Which makes sense, let see where it goes and let our voices known. It does appear they listen.... slowly.... took too long to change the gathering

Aside from the adjustment of corruption to make it more meaningful. There needs to be a Node reputation system. Killing someone of Node A in a Node A area it should drop your reputation of that Node to the point where you're an outlaw to that Node and it's guards are hostel to you, and you won't be able to use its facilities, until your reputation is repaired or the Node is destroyed. Once hostel with that Node you'd show as red (orange, or whatever) to members of that Node. But killing a member of Node A while they're at your Node's area wouldn't cause a reputation loss with Node A. There's tons of adjustments you can make from something like this. They could apply this same mechanic to the Religion system as well which would make for some really interesting interactions. You could be faced with an Enemy Node player but they're of the same Religion so they show up as yellow, and you can choose to align with your Node or Relgion at that point. Could be really fun in some situations. I'd argue this would be enough alone and corruption wouldn't even really be needed in its current state.
Corruption alone will never be enough to balance it, not matter how it's adjusted. The game is too ganky right now and it's not fun nor do I really expect it to be fun atm. I know we're testing and not all of this is the focus, but I can only judge it on what it is not what someone dreams it to be.
1
Re: corruption system needs a rework
A drastic alternative could be this:When you don't have players going corrupt on the first kill, you have the uncertainty of corruption. This means players have much less to gain by allowing them to kill you. Without this certainty, dying a person is not the best outcome, and fighting to survive and fighting back are your best options. This essentially removes all the issues of players reverse griefing and allows the flagging system to be properly used in scenarios like contesting POIs, fighting for resources, and even for events like world bosses, things that intrepid claimed they want but it's pretty much not occurring at all.
- you do get corrupted after your first kill
- but dying to anything other than a BH doesn't remove corruption
- you also don't drop anything on death, unless you were killed by a BH
- mob farming removes corruption
- speed of that removal depends on your PK count
- BHs need to submit PKer's loot to their profession NPC, otherwise they'll lose their job after a few hunts for a long time (this is to avoid "friend BH" bs)
- BHs get rewards from those NPCs based on their success and potentially the power of their targets
- BH profession is an exclusionary one, so it's the only one you can have (this is to prevent "all my friends are BHs" bs)
- there's no timer on corruption - only mob farming and BH deaths
I'd personally prefer if PKer's drops always included their victims' items (if there were any) and those would be returned to said victims through the BH system. PKers get to kill people and risk the corruption and the hunt, BHs get to hunt people and have some nice pvp, and victims potentially get their shit back. An all-around win


1
Re: Fix pve content.

Problem is the only thing matters is your power level. Your mage is the same as every other mage, your skills are all the same. Your BIS is what has the highest magic power level. This is too simple ever make unique builds and interesting combat. The combat is fluid and fun, but that novalty wears out after you've kill your 1 million mobs to get to 25.
solution:
1. is to give more value to attributes and possible create a couple new attributes for advanced game play mechanics.
2. increase skill tree choices for more specialization, you shouldn't be able to select everything, or near everything. Increase synergy skills and attributes for mix builds. As it now there's no point to mix a magic power level class with a physical power level class. You'll be gimped.
3. drop power levels stats from the gear, use attributes to calculate a power levels. different classes generate different amounts of powerlevel from different stats.
why?
increasing complexity will increase the types of gear types/stats that can drop in different areas which will give more value to 'dead' areas. Essentially there's 1 place to go to get the best drop half the classes. maybe this is design to encourage more pvp.... but that really isn't needed... but it completely devalues the world. As the world gets bigger it doesn't actually increase the places to go to get your BIS.
Can the game still be fun with a single stat to measure? For me, not for long. The massive grind to increase my power level isn't going to fun for long. I won't get a sense of accomplishment from seeing my power level go from 350 to 400. That's the soul thing you're chasing in the game, you HAVE to increase it because you HAVE to PvP to actually play the game.
I mean this isn't at the level of Tic Tac Toe complexity...
2
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
The random gatherable spawns is a good change, but I would stop there.
The big clusters of rare resources that are we supposed to fight over sounds like another feature that only helps the large guilds while cutting off the smaller guilds (and casual players too).
Not everything needs to be oversaturated with PvP where bigger numbers win. Not every feature in the game needs to be appealing only for zergs. We already have enough systems that are based around this flawed logic, like caravans and world bosses, and the small guilds are already getting cannibalized because of these.
I hope you are going to consider this while developing this system.
The big clusters of rare resources that are we supposed to fight over sounds like another feature that only helps the large guilds while cutting off the smaller guilds (and casual players too).
Not everything needs to be oversaturated with PvP where bigger numbers win. Not every feature in the game needs to be appealing only for zergs. We already have enough systems that are based around this flawed logic, like caravans and world bosses, and the small guilds are already getting cannibalized because of these.
I hope you are going to consider this while developing this system.

2
Re: Fast travel
No fast travel please, current iteration is amazing. It provides a grand scale to the world, prevents zergs from instantly being everywhere and promotes a LoTR style of adventure. It will be even better once the world is fully built because it will allow lots of little communities to exist almost independently, and distance will be a safety net.
They have already commented that at some point there will be a taxi service and thats plenty. Or if an academic node levels up, there will be some sort of fast travel between nodes in its area of influence.
They have already commented that at some point there will be a taxi service and thats plenty. Or if an academic node levels up, there will be some sort of fast travel between nodes in its area of influence.

6