Glorious Alpha Two Testers!
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.
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.
Neutral areas
Will there be areas of neutrality? I mean between nodes where no influence exists from metropolis's and influence can never reach those areas even between 2 metropolis's ? Those areas do not include quests, just exploration and leveling from neutral mobs and can serve as a staging area for a guild to group up and march into war in the next zone? I don't know if this question has been already answered so cut me some slack if so, but if it's not confirmed I would like to have it.
Those neutral areas should be very small compare to the zones that inhabit the nodes, those neutral areas can also serve as a cover for corrupted players but not immunity from bounty hunters. Also, you can level up without contributing to an enemy node where you have more independence . I think this idea will work if those neutral areas are small and rare compare to the node areas , and the node areas will always be more populated since most people will have incentives from guild masters for citizenship and to contribute and quest and do dungeons from those areas.
Those neutral areas should be very small compare to the zones that inhabit the nodes, those neutral areas can also serve as a cover for corrupted players but not immunity from bounty hunters. Also, you can level up without contributing to an enemy node where you have more independence . I think this idea will work if those neutral areas are small and rare compare to the node areas , and the node areas will always be more populated since most people will have incentives from guild masters for citizenship and to contribute and quest and do dungeons from those areas.
0
Comments
If you are the first person to discover the node, it's basically neutral, I suppose.
"Neutral nodes" would not provide cover for corrupted. Corrupted are corrupted and will remain so until the work off their corruption score. And people with the skills to find them will be able to find them. Nodes have nothing to do with that.
There can only be 5 Metropolises on a server, but there can be many villages and towns and probably cities.
If you start doing stuff near a node it will be influenced. And the influence will grow the more activity happens near the node - even if the influence is destroying the node (village/town).
Like Fleelix said there might be areas where people have given up trying to build up nodes as there is no resourses etc there and are to small to compete with the well built up nodes that suround it. However I doubt there will be any SAFE/Neutral zones. The devs have been fairly specific about this.
It's more like a "virgin" node.
Everything we do will be influencing a node. That proximity is very wide. There should be no dead zones in that sense.
But... the changes that the node makes to the world will grow outwards from the node.
Everything you do gives you xp and also gives a node xp.
If you explore outside of the proximity of one node, you're basically exploring in the proximity of a different node.
But, you can gain xp just from exploring. Yes.
You can't find a space where you can do something that doesn't contribute to a node... as far as I know.
Again, you gain xp from exploring - and that exploration will also affect a node - even when you don't know where the node is.
Typically the way you discover the location of node is for a village to pop up near where you've been doing whatever it is you've been doing.
I suppose if you travel to an area and gain xp from your initial exploration and then do nothing but runaround in circles in the same area, the node will only get xp from your initial exploration xp. That xp will still likely activate tasks and events and mobs within the region. Starting from a ZOI that is fairly tight around the node... but you won't know where the node is until a village pops up.
I doubt we will be finding pockets where there are no mobs and no resources to interact with.