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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.
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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.
Fighting Node Stagnancy.
ArchivedUser
Guest
So the idea that's been rummaging through my mind...
There's so much put into the Node system, I have to question - How can people abuse it? What I mean by this is taking game elements and keeping a 'Meta' layout of the world. So the ideas I've heard are Merchant cities may get a zone Trade Post, or a science node may get teleporters. Obviously there's little revealed to us so far.
My biggest concern is a larger group of dedicated (All the time in all the land!) players continue to hold major nodes and either A. Keeping a node up simply because it's 'Meta' to some boon or B. Juggling nodes simply to farm them (Much like happened to Edges of the Mists in GW2, where opposing servers would literally get in Teamspeak to guide heards around simply to farm the bosses, rather than fight over zones in PvP as it was intended).
What major benefits do you guys think a zone will provide? So far in my mind I expect unique crafting elements, be they major items, specific reagents only available from a specific node... Maybe zone wide influence of say... Maybe increase production in a mercantile node, maybe unique ... Healing stations for a religious node... Or something.
What benefits do you think will make a node worth enough that someone would actually defend one rather than letting it just topple. Or the opposite, what's to keep players for juggling nodes simply for final node level content based on what the server's 'Server First' style guilds would need.
I would like to think it will be living and constantly changing... But realistically it will probably only change between a handful of story content to begin with (Hopefully in a subcripton game, we'll have regular additions to story, changes to nodes maybe in regularly periodic updates).
Secondarily, do you think (Or perhaps been stated somewhere?) that two major nodes connecting will make a difference? Such as, say there's a node for each cardinal direction. Will having the North and East node maxed make a difference versus having the North and South, or North and West nodes maxed. As in, each node influencing the other mechanically.
Let's shed some light on the topic, let me know what you think!
There's so much put into the Node system, I have to question - How can people abuse it? What I mean by this is taking game elements and keeping a 'Meta' layout of the world. So the ideas I've heard are Merchant cities may get a zone Trade Post, or a science node may get teleporters. Obviously there's little revealed to us so far.
My biggest concern is a larger group of dedicated (All the time in all the land!) players continue to hold major nodes and either A. Keeping a node up simply because it's 'Meta' to some boon or B. Juggling nodes simply to farm them (Much like happened to Edges of the Mists in GW2, where opposing servers would literally get in Teamspeak to guide heards around simply to farm the bosses, rather than fight over zones in PvP as it was intended).
What major benefits do you guys think a zone will provide? So far in my mind I expect unique crafting elements, be they major items, specific reagents only available from a specific node... Maybe zone wide influence of say... Maybe increase production in a mercantile node, maybe unique ... Healing stations for a religious node... Or something.
What benefits do you think will make a node worth enough that someone would actually defend one rather than letting it just topple. Or the opposite, what's to keep players for juggling nodes simply for final node level content based on what the server's 'Server First' style guilds would need.
I would like to think it will be living and constantly changing... But realistically it will probably only change between a handful of story content to begin with (Hopefully in a subcripton game, we'll have regular additions to story, changes to nodes maybe in regularly periodic updates).
Secondarily, do you think (Or perhaps been stated somewhere?) that two major nodes connecting will make a difference? Such as, say there's a node for each cardinal direction. Will having the North and East node maxed make a difference versus having the North and South, or North and West nodes maxed. As in, each node influencing the other mechanically.
Let's shed some light on the topic, let me know what you think!
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