Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Dynamic 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>
<strong><em>Degeneration</em></strong>
<blockquote>When settlers leave an area, because mines are empty, all the monsters hunted and the land fallow, paths will degenerate. Small trails and unpaved roads will be overgrown by grass again. Paved roads will decay over time, but still be visible for a certain time.
Bridges will crash into the rivers and be washed away. Even the biggest stone bridges will only leave a trace by their pillars, nothing else.</blockquote>
<strong>How trails & roads would grow and degenerate:</strong>
Trails & roads could grow by this scheme:
1. Default area - no trails & roads
2. Small trails - this will appear once the first node level is reached and players interact with the zone of influence
3. Common road - this will appear once a certain value of trade goods will be moved in/out the zone of influence
4. Major road - this will appear for major connections between metropolises that harbor a lot of citizens and value their pride
Trails & roads could degenerate by this scheme:
1. Major road -> "default area" - a major road would only degenerate once the area gets wasted by a major force like a giant monster, human force or mother nature destroying it; only leftovers will be visible
2. Common road -> small trails - a common road would degenerate to a small trail if the amount of trade goods moved in/out the zone would drastically degenerate as well
3. Small trail -> default area - if even the smallest settlement in a zone fades away, mother nature would take back the small trails and grow plants and trees over them
I'm aware that this feature would certainly require a lot of work done,
but for the sake of creativity and immersion, it would be awesome to have in the game!
Feel free to discuss :)
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>
<strong><em>Degeneration</em></strong>
<blockquote>When settlers leave an area, because mines are empty, all the monsters hunted and the land fallow, paths will degenerate. Small trails and unpaved roads will be overgrown by grass again. Paved roads will decay over time, but still be visible for a certain time.
Bridges will crash into the rivers and be washed away. Even the biggest stone bridges will only leave a trace by their pillars, nothing else.</blockquote>
<strong>How trails & roads would grow and degenerate:</strong>
Trails & roads could grow by this scheme:
1. Default area - no trails & roads
2. Small trails - this will appear once the first node level is reached and players interact with the zone of influence
3. Common road - this will appear once a certain value of trade goods will be moved in/out the zone of influence
4. Major road - this will appear for major connections between metropolises that harbor a lot of citizens and value their pride
Trails & roads could degenerate by this scheme:
1. Major road -> "default area" - a major road would only degenerate once the area gets wasted by a major force like a giant monster, human force or mother nature destroying it; only leftovers will be visible
2. Common road -> small trails - a common road would degenerate to a small trail if the amount of trade goods moved in/out the zone would drastically degenerate as well
3. Small trail -> default area - if even the smallest settlement in a zone fades away, mother nature would take back the small trails and grow plants and trees over them
I'm aware that this feature would certainly require a lot of work done,
but for the sake of creativity and immersion, it would be awesome to have in the game!
Feel free to discuss :)
0
Comments
They know that this area has a lot of action going on, politics being well maintained and trades being stable.
When players enter a zone with just basic trails or no trails at all, they know they might encounter some thiefs, more monsters <strong>and</strong> a lot of area that probably wasn't explored, yet!
Imagine a bridge to the next zone/node, and guards of your metropolis are guarding a giant gate at the bridge (somewhat like the third image)....!!
Very interesting. That would add more importance to the Season Change. And it'll make the Ranger certainly more interesting to use. I personally don't like the idea of ... a " utility skill " , but if they have plans to do other things with " utility Skills "
( such as ... if they plan to make a variety of Utility Skills for each class )
then it might be potentially neat.
but your idea feels like it make this MMO stand-out even more