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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Lone wolf (or smaller guilds) in node system
ArchivedUser
Guest
Thanks for the blog post on Nodes! Good read.
I like the idea and will be interesting to see how it develops.
One quick question, how will "lone wolf" or "small guild" (<10) players interact or survive in this system? Are those type of players going to be limited and forced to join or team with larger guilds in order to progress their nodes? Or will they be able to build some sort of stronger NPC defense system?
I'm not against joining a larger guild, but in general I'd say I prefer a smaller closer-knit group. Just curious to see if that will be a detriment in this system.
I like the idea and will be interesting to see how it develops.
One quick question, how will "lone wolf" or "small guild" (<10) players interact or survive in this system? Are those type of players going to be limited and forced to join or team with larger guilds in order to progress their nodes? Or will they be able to build some sort of stronger NPC defense system?
I'm not against joining a larger guild, but in general I'd say I prefer a smaller closer-knit group. Just curious to see if that will be a detriment in this system.
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Comments
At least thats what I think..
Cheers!
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Agreed, and it seems that theres also the possibility of having completely different crafting ingredients, recipes, items etc. from node to node. Making even small nodes valuable or maybe even a necessity :)
I like the idea and will be interesting to see how it develops.
One quick question, how will “lone wolf” or “small guild” (<10) players interact or survive in this system? Are those type of players going to be limited and forced to join or team with larger guilds in order to progress their nodes? Or will they be able to build some sort of stronger NPC defense system?
I’m not against joining a larger guild, but in general I’d say I prefer a smaller closer-knit group. Just curious to see if that will be a detriment in this system.
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Smaller guilds have their strengths and weaknesses. I have experienced many games where the world events tend to cater to larger guilds. That will not be the case in Ashes. We are designing our mechanics to involve ALL players from the server. And it tends to be the case, that a majority of those players exist in smaller more tight-knit communities. The events and node mechanics in Ashes will thrive from the activity of those smaller guilds or guildless players working in cooperation to create the world around them.
In short, our mechanics focus on bringing ALL players into the equation, whether they belong to a guild or not.
A virtual pat on the the back. Inclusive.....at last.
You can have Smaller guilds in these nodes and you would just want to look for a guild like Grievance who is the guild I am in now and have been for a year now. Its a larger guild which I never use to like but it feels like home because it is a mature group of people and I can move to other games with the same group and without starting over.
I've always disliked large guilds as they lose most of the "personal" touch that you would come to expect by joining a guild. Alternatively the super small guilds just seem too insular. So I guess you could say I'm a mid sized guild type of person. With that said the fact they are thinking about features that help small guilds inevitably means these same features will help mid sized guilds also.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/lone-wolf-or-smaller-guilds-in-node-system/#post-1279" rel="nofollow">Grizzly wrote:</a></div>
Thanks for the blog post on Nodes! Good read.
I like the idea and will be interesting to see how it develops.
One quick question, how will “lone wolf” or “small guild” (<10) players interact or survive in this system? Are those type of players going to be limited and forced to join or team with larger guilds in order to progress their nodes? Or will they be able to build some sort of stronger NPC defense system?
I’m not against joining a larger guild, but in general I’d say I prefer a smaller closer-knit group. Just curious to see if that will be a detriment in this system.
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Smaller guilds have their strengths and weaknesses. I have experienced many games where the world events tend to cater to larger guilds. That will not be the case in Ashes. We are designing our mechanics to involve ALL players from the server. And it tends to be the case, that a majority of those players exist in smaller more tight-knit communities. The events and node mechanics in Ashes will thrive from the activity of those smaller guilds or guildless players working in cooperation to create the world around them.
In short, our mechanics focus on bringing ALL players into the equation, whether they belong to a guild or not.
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Ok, stop building my hopes up! You guys are saying all the right things. :)
I have always found myself in smaller guilds, the fact that AoC is thinking about this stuff ahead of time is really encouraging! :)
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/lone-wolf-or-smaller-guilds-in-node-system/#post-1279" rel="nofollow">Grizzly wrote:</a></div>
Thanks for the blog post on Nodes! Good read.
I like the idea and will be interesting to see how it develops.
One quick question, how will “lone wolf” or “small guild” (<10) players interact or survive in this system? Are those type of players going to be limited and forced to join or team with larger guilds in order to progress their nodes? Or will they be able to build some sort of stronger NPC defense system?
I’m not against joining a larger guild, but in general I’d say I prefer a smaller closer-knit group. Just curious to see if that will be a detriment in this system.
</blockquote>
Smaller guilds have their strengths and weaknesses. I have experienced many games where the world events tend to cater to larger guilds. That will not be the case in Ashes. We are designing our mechanics to involve ALL players from the server. And it tends to be the case, that a majority of those players exist in smaller more tight-knit communities. The events and node mechanics in Ashes will thrive from the activity of those smaller guilds or guildless players working in cooperation to create the world around them.
In short, our mechanics focus on bringing ALL players into the equation, whether they belong to a guild or not.
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That's good to hear, Steven.
Ashes of Creation may be a game where this approach works out quite well, but time will tell.
You can trade with anyone interested in trading with you.
The location of that village could also be important. A small village near a thriving metropolis might be of little value, but that same village in a remote location might have greater value. Lots of this depends on the world that's created.
So long as Intrepid sets and manages the expectations of all players correctly, everyone will be as happy as possible.
That is heartwarming to hear and thank you for posting. It means a lot to hear from those who are in the game development process.
@GMSteven - one follow-up question... What will keep a larger guild from attacking the small guild in their little area in the world (village, small node) until the larger guild can completely take it over and all of the resources the small guild has amassed there?