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.
More for the Node Pillar
ArchivedUser
Guest
I'd like to share a concept that adds some expansion to the Node Pillar. The concept is Hive Node Quests. It's best to explain using examples and then a summation so here are a few:
#1. Inside a densely wooded area along a main thoroughfare between two cities, in an area of the woods untraveled by players, a Hive Node spawns a tent and cook-fire. After a predetermined unit of time the figure of a highwayman emerges from the tent and sits at one of four places at the fire. Over time three more will emerge and rest by the fire until the fifth appears at which point the 5 highwaymen head through the woods to the roadside and await weary travelers to plunder. This process continues until 20 highwaymen lay in wait and it is at that point that merchant NPCs within the two connected cities spawn a quest to put down the trouble along the road caused by these highwaymen.
#2. In the hills very near the homesteads of several farmers, again in an area untraveled by player at the time, a Hive Node spawns a wolves den. And the similar protocols mentioned above are used where a predetermined unit of time passes and wolf after wolf emerge from the den and lay close to the den entrance. When enough for a pack as gathered they begin moving down the hills toward the homesteads until enough wolves populate the area to raise concerns among the homesteaders and city folks to spawn the quest to cull the local wolf population.
In summary, the Hive Node quest infrastructure seems present in the game as exampled in the videos regarding the growth of a city waking a dragon. This brings that feature to a broader and more active role that will hopefully have enough dynamic activity to keep players challenged without having to wait long for something new to emerge. These quests will always be popping up someplace and usually in remote or at the least off the beaten path areas which would help in promoting exploration. But not exclusively so. There could easily be something like this:
#3. The bounty board has been slowly cleared by eager reputation seekers in the small city of somewhere but it has put an undue burden on the jail. When enough prisoners have been collected and the hour is late the last of a few loose blocks are kicked out and prisoners escape into the dark city streets. An alarm sounds and a local quest event spawns that doesn't require interacting with an NPC, a player needs to only be in the area to participate in hunting and gathering the prisoners.
#1. Inside a densely wooded area along a main thoroughfare between two cities, in an area of the woods untraveled by players, a Hive Node spawns a tent and cook-fire. After a predetermined unit of time the figure of a highwayman emerges from the tent and sits at one of four places at the fire. Over time three more will emerge and rest by the fire until the fifth appears at which point the 5 highwaymen head through the woods to the roadside and await weary travelers to plunder. This process continues until 20 highwaymen lay in wait and it is at that point that merchant NPCs within the two connected cities spawn a quest to put down the trouble along the road caused by these highwaymen.
#2. In the hills very near the homesteads of several farmers, again in an area untraveled by player at the time, a Hive Node spawns a wolves den. And the similar protocols mentioned above are used where a predetermined unit of time passes and wolf after wolf emerge from the den and lay close to the den entrance. When enough for a pack as gathered they begin moving down the hills toward the homesteads until enough wolves populate the area to raise concerns among the homesteaders and city folks to spawn the quest to cull the local wolf population.
In summary, the Hive Node quest infrastructure seems present in the game as exampled in the videos regarding the growth of a city waking a dragon. This brings that feature to a broader and more active role that will hopefully have enough dynamic activity to keep players challenged without having to wait long for something new to emerge. These quests will always be popping up someplace and usually in remote or at the least off the beaten path areas which would help in promoting exploration. But not exclusively so. There could easily be something like this:
#3. The bounty board has been slowly cleared by eager reputation seekers in the small city of somewhere but it has put an undue burden on the jail. When enough prisoners have been collected and the hour is late the last of a few loose blocks are kicked out and prisoners escape into the dark city streets. An alarm sounds and a local quest event spawns that doesn't require interacting with an NPC, a player needs to only be in the area to participate in hunting and gathering the prisoners.
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