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Ecosystem Question

Ive listened and read a few things now about the game and it sounds amazing. It was stated that the world is largely effected by player to world interaction. Will there be a chance for indirect action against enemies? ex. poison crops or water sources, release new wildlife into an area to throw their ecosystem off balance, or even strive to destroy large amounts of vegetation for lasting effects if left uncorrected?

Comments

  • That's probably going to be a big part of the Monster Coin system. Attacking creatures that players can inhabit very well might poison the land or destroy crops with worse consequences if the defending node's players fail to defeat the attack event. How frequently events will happen and how or if players can activate them or if they are directly tied to town progression and a script we don't know.

    Sorta doubt as a humanoid player character you'll be able to do those types of things on the down low as there'd be no reasonable way to defend against what would just devolve into griefing a node town.

    Enjoy
    https://www.youtube.com/watch?v=2vBXcNov6uE
  • To my knowledge nothing like this has been introduced or discussed. Given it's a non-faction based game I would question a place for it within the game as the real 'enemy' is the environment. Hard to say if it will be a guild war mechanic as not much has been discussed and/or released on that front.

    Time will tell I guess.

    Edit: Good point on the monster coin system. I could see it being an objective on that easily. Again, not much has been released on the specifics of the objectives in relation to the monster coin though.
  • I am hoping for guild war quests, who knows how long a war can rage on and what can happen.
    Would be nice to see that while a war is persuing instead of just seiging (and only people included in the nodes, can do big quests whether it requires destroying something on their node or a big world quest that will take as many people as you can spare off the battle ground to accomplish without being destroyed. That maybe it unlocks an option for the leader of the node to open, whether it's what you stated above, contaminating/poisoning crops or throwing ecosystem off balance.
    Kinda like a war side quest that could possibly tilt the scales but then again, we can all see how that could be abused and or break the idea of the siege.
  • [quote quote=24672]I am hoping for guild war quests, who knows how long a war can rage on and what can happen.
    Would be nice to see that while a war is persuing instead of just seiging (and only people included in the nodes, can do big quests whether it requires destroying something on their node or a big world quest that will take as many people as you can spare off the battle ground to accomplish without being destroyed. That maybe it unlocks an option for the leader of the node to open, whether it’s what you stated above, contaminating/poisoning crops or throwing ecosystem off balance.
    Kinda like a war side quest that could possibly tilt the scales but then again, we can all see how that could be abused and or break the idea of the siege.

    [/quote]

    There's something here that I feel really could be of use to the developers as they design sieges in the game. War related quests and tasks. I think it's a good idea to have some small objectives during siege that would help your chances of winning, like raiding X number of freeholds. They have said that there will be small tasks to benefit sieges like attackers assassinating NPCs to lower siege defenses though.
  • [quote quote=24980]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/ecosystem-question/#post-24672" rel="nofollow">Jefe4life wrote:</a></div>
    I am hoping for guild war quests, who knows how long a war can rage on and what can happen.
    Would be nice to see that while a war is persuing instead of just seiging (and only people included in the nodes, can do big quests whether it requires destroying something on their node or a big world quest that will take as many people as you can spare off the battle ground to accomplish without being destroyed. That maybe it unlocks an option for the leader of the node to open, whether it’s what you stated above, contaminating/poisoning crops or throwing ecosystem off balance.
    Kinda like a war side quest that could possibly tilt the scales but then again, we can all see how that could be abused and or break the idea of the siege.

    </blockquote>
    There’s something here that I feel really could be of use to the developers as they design sieges in the game. War related quests and tasks. I think it’s a good idea to have some small objectives during siege that would help your chances of winning, like raiding X number of freeholds. They have said that there will be small tasks to benefit sieges like attackers assassinating NPCs to lower siege defenses though.

    [/quote]
    exactly my thoughts
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