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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.
None activated node areas?
In the dev Q&A video there were good amount of info regarding the node system such as when a node gets active by the players that node starts to grow and generates quests, dungeons, bosses, buildings ect.
Well that sounds really interesting but then I got a little bit concerned, what's going on in all the other none activated nodes that litters the world, are those node areas completely dead, I mean no ruins there, no caves and dungeons to explore, no roaming bosses to kill, just trees, animals and generic mobs to kill?
Well that sounds really interesting but then I got a little bit concerned, what's going on in all the other none activated nodes that litters the world, are those node areas completely dead, I mean no ruins there, no caves and dungeons to explore, no roaming bosses to kill, just trees, animals and generic mobs to kill?
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I think dungeons is a different story though. They say that which dungeons are unlocked depends on the node development, what I imagine is something like this: Some workers uncover a cave full of monsters, bam theres a dungeon. They find an old graveyard and wake something, bam theres a dungeon. So basicly people "ravage" the land and awaken/uncover evils.
Dungeons will probably also exist outside of active nodes, but in lesser quantity I'd guess :)
From my point of view roaming bosses would actually be more common outside of populated regions, since a large strong enemy living right next to civilisation seems wierd, maybe a bandit leader or something. Great wolves, dragons etc. belong in the wild :)
We will have to see how much there is to do in regions far from the Gateways before we start progressing the nodes.
Shouldn't be much of a problem once we do begin progressing nodes.
How you raise its presence is up to you- maybe via forums etc ^^
Someone might find a recipe that requeires a material from your favourable node~
Nodes will fall and rise depending on what the community/needs and wants.
imo it's good that some some nodes will never be touched until a long time after launch - keeps the world diverse and keeps the risk/reward systems alive xD
I'd be excited to find a node that no one had been to yet as that lets you explore and even build it up to a camp level with guild mates.
I think the other nodes are able to progress pretty far but only so many of the high LVL ones may be in the world at any given time. So I think all nodes will be worth developing to that point, to open all the goodies.
And I think it's going to be EVER so much fun to figure out how the world works! Not knowing, being able to speculate, is actually part of the fun for me.
Rather than have X number of max sides nodes. Have a threshold of max combined total of nodes.
I would like each node to be given a value by size and the a max value of nodes in action at one time possible. The sum breakdown of which is in constant change.
Small changing all the time, medium changing sometimes, and large changing rarely
For example a value such as
Perhaps this would then permit chance for change of the lesser nodes making way to build up and challenge the more significant nodes.
Essentially keeping the potential for change more tangible and achievable at different scales.
or it all coming out art once, how would you trigger the content in each node being released in a constant trickle as is currently planned
The thought being to keep it interesting at a range of levels