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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.
Dynamic/Evolving trails
ArchivedUser
Guest
<strong>What we know:</strong>
So we have the node system - nodes which dynamically evolve with the actions player take in the world/the specific zone for a node.
In one of the trailers we have seen that a certain settlement level allows players to initialize transportation of goods by caravans.
Further more we already got the information the a settlement (in general or of a certain level) will build bridges to connect one zone of influence (e.g. over a torrential river) with the next zone of influence. So some parts of the trails will already be influenced by nodes and their levels.
<strong>Speculation:</strong>
The world was abandoned for a long time, so natural trails should be gone, bridges demolished by mother nature, and landmarks - that would point the direction to a point of interest - unrecognisable because they became overgrown.
<strong>Suggestion:</strong>
With the new settlers entering the world, creating settlements, interacting with the nature, hunting monsters, searching and digging ore, moving goods from A to B, trails will carve their way into the wild lands.
<strong><em>The first trails</em></strong>
<blockquote>Where small groups work together, go hunting and living in harmony with the nature, small trails will be build.
Small rivers will be crossed by wooden bridges, allowing a small group of persons to cross at a time.
Mountains will be crossed by these trails, giving adventurers a path to walk on.
Crossroads would be marked with signs giving a hint about where a trail will lead.</blockquote>
<img src="http://i.imgur.com/bEOPNrI.jpg" alt="Bridge crossing a bottomless pit" />
<em>(Image from Dark Souls II)</em>
<strong><em>A common road</em></strong>
<blockquote>Where bigger groups gather, organize trading, people move frequently in and out of the zone of influence, bigger monsters are slaughter, the initial trails will require a upgrade to support all the pilgrims, traders and adventurers.
Trails will be expanded to roads, making them wider and allowing cavalry and even carriages to travel that road.
Small and medium rivers will be crossed by stone bridges, allowing many persons to cross at a time.
Crossroads would show signs to near-by points of interest, some would have a tavern for travelers to rest.</blockquote>
<img src="http://i.imgur.com/QkCLYcG.jpg" alt="Stone bridge crossing a river" />
<em><a href="http://www.wallpaperup.com/640464/DEKARON_ONLINE_fantasy_mmo_rpg_middle_ages_medieval_1dekao_action_fighting_2moons_bridge.html">(Image by BelleDeesse)</a></em>
<strong><em>A major connection</em></strong>
<blockquote>Where hundres and hundreds of people constantly share a common space, industry and politics are a daily topic, trades with an enormous amount of money take place, roads need to be able to support large groups, provide a save environment and be in a good shape.
The normal roads will be expanded even more, given cobblestones and fences and/or handrails where needed.
Near settlements, these roads would have lanterns to welcome travelers at night.
Big rivers will be crossed by giant stone architectures.
Crossroads will have significant landmarks, statues, pillars or even a well known tavern, that is world wide known for its awesome beer.</blockquote>
<img src="http://i.imgur.com/PZhdtCj.jpg" alt="A large river crossed by a giant stone structure" />
<em>(Image from Pinterest)</em>
So we have the node system - nodes which dynamically evolve with the actions player take in the world/the specific zone for a node.
In one of the trailers we have seen that a certain settlement level allows players to initialize transportation of goods by caravans.
Further more we already got the information the a settlement (in general or of a certain level) will build bridges to connect one zone of influence (e.g. over a torrential river) with the next zone of influence. So some parts of the trails will already be influenced by nodes and their levels.
<strong>Speculation:</strong>
The world was abandoned for a long time, so natural trails should be gone, bridges demolished by mother nature, and landmarks - that would point the direction to a point of interest - unrecognisable because they became overgrown.
<strong>Suggestion:</strong>
With the new settlers entering the world, creating settlements, interacting with the nature, hunting monsters, searching and digging ore, moving goods from A to B, trails will carve their way into the wild lands.
<strong><em>The first trails</em></strong>
<blockquote>Where small groups work together, go hunting and living in harmony with the nature, small trails will be build.
Small rivers will be crossed by wooden bridges, allowing a small group of persons to cross at a time.
Mountains will be crossed by these trails, giving adventurers a path to walk on.
Crossroads would be marked with signs giving a hint about where a trail will lead.</blockquote>
<img src="http://i.imgur.com/bEOPNrI.jpg" alt="Bridge crossing a bottomless pit" />
<em>(Image from Dark Souls II)</em>
<strong><em>A common road</em></strong>
<blockquote>Where bigger groups gather, organize trading, people move frequently in and out of the zone of influence, bigger monsters are slaughter, the initial trails will require a upgrade to support all the pilgrims, traders and adventurers.
Trails will be expanded to roads, making them wider and allowing cavalry and even carriages to travel that road.
Small and medium rivers will be crossed by stone bridges, allowing many persons to cross at a time.
Crossroads would show signs to near-by points of interest, some would have a tavern for travelers to rest.</blockquote>
<img src="http://i.imgur.com/QkCLYcG.jpg" alt="Stone bridge crossing a river" />
<em><a href="http://www.wallpaperup.com/640464/DEKARON_ONLINE_fantasy_mmo_rpg_middle_ages_medieval_1dekao_action_fighting_2moons_bridge.html">(Image by BelleDeesse)</a></em>
<strong><em>A major connection</em></strong>
<blockquote>Where hundres and hundreds of people constantly share a common space, industry and politics are a daily topic, trades with an enormous amount of money take place, roads need to be able to support large groups, provide a save environment and be in a good shape.
The normal roads will be expanded even more, given cobblestones and fences and/or handrails where needed.
Near settlements, these roads would have lanterns to welcome travelers at night.
Big rivers will be crossed by giant stone architectures.
Crossroads will have significant landmarks, statues, pillars or even a well known tavern, that is world wide known for its awesome beer.</blockquote>
<img src="http://i.imgur.com/PZhdtCj.jpg" alt="A large river crossed by a giant stone structure" />
<em>(Image from Pinterest)</em>
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