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With this node system, will we see specialty towns?
Ok I know the world will not have towns on day one, and maybe by the end of the week, we will see a tent town pop up. So the question is, will these towns be generic or will they be specialty types?
Example 1; You are using hand tools to mine in the caves or mountain side, after you gain levels in your craft, and tents popup. After a few weeks, then it's a tent town, then small village. You will find a blacksmith, forge, weapon smith and maybe a few jewel work shops. This town would be based off what your doing with the mines, and you gain all things needed to expand that mine.
Example 2: You fishing on the banks of the shore. More people find that this is a great place to fish, and you get a small tent town on the shore now. As more fish are cault, you get a bigger town, now with docks. Then you open the door to trading with ships, as the town grows into a huge city by the bay. Trading posts, banks, markets, fishing boats and shipping companies pop up in this city, as it's now rich with money from the fishing and trades.
Is this the aim for how the nodes will be handled?
Comments
Such as I recall them saying if one node area people tend to be more gatherers than fighters or miners, the town growing will have more things to do with a gathering profession.
So weither or not it becomes *strictly* a gathering town, or if there's just the generic "Town" and it will have one or two more shops for gathering as opposed to other town, I'm not sure.
I believe they are, Military, scientific, economic and divine?
So then that may take the town and turn it into an economic stronghold just due to the fact that it will have more housings for merchandise as it travels along it's path.
Which can also mean that there will be more guards stationed there to protect the merchandise....
Hmmm....maybe I should stop thinking about this before I get to a metropolis
I'm playing an interesting kind of game right now. The "towns are player controlled. The player "Govt" decides what kind of buildings are built within. The players have to chose what kind of buildings they want as space is limited. The players decide how high the level of training is offered in the town.
The result is that some towns are "specialized" by only offering training for certain skills. You can't offer everything by design. The higher levels of training that you offer, the higher the upkeep costs to run the town. You have to make choices which encourages both specialization and political intrigue as you want friendship with towns that offer things you can't.
So it is totally doable for AoC though I think that they are going a less restrictive setup policy.
And the content will reflect the nodes location in the world.
Nearby nodes may begin to respond specialized ways in reaction to being encroached upon by the expansion of the primary node.
That's not based on our actions...
But the architecture is determined by the most active race before the village pops up.
If that is true then what a great way to stomp a bit on that old sandboxy feeling. lol
Is there ANY kind of link to back this up?
This almost makes sense to me. Can you reword it a bit? Or are you saying that you think "we" can determine what type a Node will be by burning down some things and building others?
https://www.youtube.com/watch?v=mMvubbX-SHg
https://www.youtube.com/watch?v=44HChA1Kkfk
@ Samthebest11
Thanks for the links. I didn't see anything that directly say that a Node's "type" is predetermined. Nothing to prove that it isn't either! The "feeling" that I got was that the former was probably the case. As it grows, Node Leadership will be able to pick from unlocked building options, but it sounded like the type of Node was already established.
I wonder if a razed Node starts with a new random chance as a central theme, i.e. Military, Divine, etc...
I have to say I'm a bit disappointed...
I'll start searching for the quote (probably won't be tonight).
I think it was a twitch stream, but I don't remember which one off the top of my head.
This is not the quote I'm thinking of - just happens to be in the last vid I was transcribing...
Ashes of Creation Kickstarter Livestream May 19, 2017
https://www.twitch.tv/videos/145224977 34:22
STEVEN: You're going to see that when nodes develop, they're going to have a base style template that's reflective of a few things:
It's going to be reflective of the race that is the primary founders of the node, and that's going to determine the architecture design and the types of buildings you're going to see, it's going to be determined by the type of node, whether it's military, divine economic or scientific. And those types of factors are going to come into the way the node appears initially.
Interesting thought to come from this discussion, should a node pop up by the ocean then would be interesting if its type was port orientated .. should that kind of result happen in certain areas then players might be driven to direct their outcome.. port might have a different caravan system
I'll start searching for the quote (probably won't be tonight).
I think it was a twitch stream, but I don't remember which one off the top of my head.
This is not the quote I'm thinking of - just happens to be in the last vid I was transcribing...
Ashes of Creation Kickstarter Livestream May 19, 2017
https://www.twitch.tv/videos/145224977 mark 34:21
STEVEN: You're going to see that when nodes develop, they're going to have a base style template that's reflective of a few things:
It's going to be reflective of the race that is the primary founders of the node, and that's going to determine the architecture design and the types of buildings you're going to see, it's going to be determined by the type of node, whether it's military, divine economic or scientific. And those types of factors are going to come into the way the node appears initially.
That certainly sounds as if a Node's type is predetermined without player control. I wonder why they would take that agency away from players...
It really screws with territorial control by putting "type of node" into a fixed position rather than in player's hands to decide.
I posted the direct quote and the question on the Discord #ask intrepid. I am curious to see what they say.
Thanks for the link Digz.
You want to build a Militarycity in a mountain region, but when the NPCs appear you realize it's a Divine node.
So you try the seacoast region and, sure enough, that's a Military node.
You have to choose which has more value to you, the city type or the region.
\_(ツ)_/¯