Really looking forward to this actually. I've always been a bit thalassophobic.
Thalassophobia is an intense and persistent fear of the sea or of sea travel. For those who don't know. For me the trigger typically ends up being the deep dark zones full of giant abominations... So I played another game called Subnautica to get over it as much as possible lol.
I'm rambling though in any case feel free to help me conquer my foolish fears. =3
Id gladly take you out to sea on one of my exploration ventures either for cartography or for deep sea exploration.... and if you get hystaricle ..well i suppose tying you to the mast isnt out of the question...:p
Makes me wonder about roughseas mechanics and weather mechanics... nothing like being tied up and screaming into an unforgiving slap of wind and rain while bobbing against unforgiving waves..... CURSE YOU MERCIFUL POSSIDEN!!!!
Sorry to be a little bit of a wet blanket... but won't costal nodes work just like normal nodes?
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
Sorry to be a little bit of a wet blanket... but won't costal nodes work just like normal nodes?
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
No reason to be sorry for stating your points. Yeah it would be like land nodes but functionally theres different elements even in land based nodes. Like mountain or plains terrain. However with a port town there would be aspects of both land and sea nodes (unless underwater or island) meaning a town on the coast would be able to trade with caravans and merchant fleets. Speculation of course
Sorry to be a little bit of a wet blanket... but won't costal nodes work just like normal nodes?
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
No reason to be sorry for stating your points. Yeah it would be like land nodes but functionally theres different elements even in land based nodes. Like mountain or plains terrain. However with a port town there would be aspects of both land and sea nodes (unless underwater or island) meaning a town on the coast would be able to trade with caravans and merchant fleets. Speculation of course
Also like i said before sieging a port metropolis would be more effective with more than just an army pounding the gates. Not saying it wont be done just thinking of how an actual port siege would work
Sorry to be a little bit of a wet blanket... but won't costal nodes work just like normal nodes?
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
I'm not sure what your question is but, yes, the nodes are supposed to generate quests and narratives and mobs that reflect the region/environment. So the coastal nodes should have more fishing tasks and events, but also more naval events.
Seemed like both Jeffrey and Steven were pretty iffy about sieges from the water, IIRC. Like it wasn't in the design yet. But, not necessarily impossible for it to become part of the design.
I'm curious to learn where/how we will store our ships. If ships are as unlimited as our mounts.
Sorry to be a little bit of a wet blanket... but won't costal nodes work just like normal nodes?
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
I'm not sure what your question is but, yes, the nodes are supposed to generate quests and narratives and mobs that reflect the region/environment. So the coastal nodes should have more fishing tasks and events, but also more naval events.
Seemed like both Jeffrey and Steven were pretty iffy about sieges from the water, IIRC. Like it wasn't in the design yet. But, not necessarily impossible for it to become part of the design.
I'm curious to learn where/how we will store our ships. If ships are as unlimited as our mounts.
Oh I was just saying that it was my belief that island nodes or costal nodes will mainly just progress similarly to land nodes just with more... Water based theme.
Hence my statement about being a wet blanket because some of the ideas shared, while very entertaining, were deviating from what has been shared about nodes in general and I was reining it in a little. Heh heh.
On a serious note though, I'm guessing, just like we do in real life, we'll be storing our boats, horses and dragons in our backpacks.
A couple points here. When sieging a Port node maybe some of the preparations for the siege will be Naval based. Like you will have to assemble a fleet (either through purchasing the ships or Having players pledge their ships.) You may have to Make a large harbor chain to block off the port this is the things i think of.
I wonder if there will be Underrealm Port nodes Set in big Undersea Caves along the coasts. Would be interesting to see.
I am really hoping the get the systems in this game right so they can easily expand upon them after launch. I hope they make expansion easy on themselves. Everything doesny have yo be in at launch but the building blocks should be.
I was wondering if Fishing would help promote a Port node. If many people fished in a certain coastline area, perhaps it might attract NPC interest and build from there.
Haha thanks @nagash. I have high hopes and expectations for the navy in this game especially after the let down from the naval aspect of Archage. While nothing is certain at this point why not speculate and be eager for what dreams may come. I hear the sirens call of the sea boys and girls and its bitter waters leave me thirsting for more and if its icey grip takes me let my bones rest in the deep.
Ok so since ive been an eager beaver and have been posting ideas and such i just wsnt to say for the sake of saying. Devs what ever you give to us we will appreciate dont let this discussion weigh on you and make the scope creep prevent sleep. We know you are all working hard and are probably just as excited for the game as we are and have your plans and probably take ideas from these discussions but trust me i backed the game as a braver of worlds and i have full faith in you all.
Man, I hope naval gameplay is like this game... cause the teamplay required to sail the ship is great, and the storm at sea is amazing. https://youtu.be/rMd6Qh0yNk4
You gotta have some some choppy waters for high seas adventure.
mark STEVEN: The idea we have for enhanced naval interactions is gonna be Meanigful Conflict again on the open seas, it's going to be expanding our trade routes to sea-based caravans, it's going to include additional content under the water that could have environments and aquatic nature and monsters and aquatic mounts that are going to be there and some treasure finding...
JEFFREY: When this world fell, back in the day, everything looked quite a bit different and so this allows us to go and discover some of those parts that we wouldn't really be able to tell yet. So, it's basically going to be able to expand our ability to tell the entire story and get to some of those lost cities that may now be underwater.
I hope to become a trader at sea. Owning my own trading vessel and travel to distant lands, bringing exotic wares to sell. You know, the good ol sea life.
I hope to become a trader at sea. Owning my own trading vessel and travel to distant lands, bringing exotic wares to sell. You know, the good ol sea life.
I'd be down for this.
But i may be more in the trade of taking what isn't mine...
I hope to become a trader at sea. Owning my own trading vessel and travel to distant lands, bringing exotic wares to sell. You know, the good ol sea life.
It would be amazing if this could be tied in somehow to node development aside from just trade caravans.
E.g the governing body of the node sets out trade writs for trader (players) to undertake, requesting commodities from different nodes
The trader accepts the writ and travels to pick up the goods. Upon pick up, the player is tagged as a trader and marked for PvP (hey no risk no reward right? And pirates need to eat ).
The trader then braves the seas to transport the goods back to the requesting node and either gets rewarded for the writ or robbed along the way.
I'll probably sign on to some merchant fleet or pirate ship (whoever pays the most) as a hired mercenary. Every great ship needs a sorcerer to wrestle the elements into obedience and char grill some Kraken steaks to feed the crew
I hope to become a trader at sea. Owning my own trading vessel and travel to distant lands, bringing exotic wares to sell. You know, the good ol sea life.
It would be amazing if this could be tied in somehow to node development aside from just trade caravans.
E.g the governing body of the node sets out trade writs for trader (players) to undertake, requesting commodities from different nodes
The trader accepts the writ and travels to pick up the goods. Upon pick up, the player is tagged as a trader and marked for PvP (hey no risk no reward right? And pirates need to eat ).
The trader then braves the seas to transport the goods back to the requesting node and either gets rewarded for the writ or robbed along the way.
Comments
I guess the quests given to a costal node might have more to do with water-based combat/exploration/quests
The developers have mentioned that they want to take the mechanics of the land game and bring it to a watery environment, like having water based trade routes, monsters, mounts, dungeons etc.
So the coastal nodes should have more fishing tasks and events, but also more naval events.
Seemed like both Jeffrey and Steven were pretty iffy about sieges from the water, IIRC. Like it wasn't in the design yet. But, not necessarily impossible for it to become part of the design.
I'm curious to learn where/how we will store our ships.
If ships are as unlimited as our mounts.
Oh I was just saying that it was my belief that island nodes or costal nodes will mainly just progress similarly to land nodes just with more... Water based theme.
Hence my statement about being a wet blanket because some of the ideas shared, while very entertaining, were deviating from what has been shared about nodes in general and I was reining it in a little. Heh heh.
On a serious note though, I'm guessing, just like we do in real life, we'll be storing our boats, horses and dragons in our backpacks.
When sieging a Port node maybe some of the preparations for the siege will be Naval based. Like you will have to assemble a fleet (either through purchasing the ships or Having players pledge their ships.) You may have to Make a large harbor chain to block off the port this is the things i think of.
I wonder if there will be Underrealm Port nodes Set in big Undersea Caves along the coasts. Would be interesting to see.
I am really hoping the get the systems in this game right so they can easily expand upon them after launch. I hope they make expansion easy on themselves. Everything doesny have yo be in at launch but the building blocks should be.
Right. Plus we probably don't want too much feature creep.
You gotta have some some choppy waters for high seas adventure.
STEVEN: The idea we have for enhanced naval interactions is gonna be Meanigful Conflict again on the open seas, it's going to be expanding our trade routes to sea-based caravans, it's going to include additional content under the water that could have environments and aquatic nature and monsters and aquatic mounts that are going to be there and some treasure finding...
JEFFREY: When this world fell, back in the day, everything looked quite a bit different and so this allows us to go and discover some of those parts that we wouldn't really be able to tell yet.
So, it's basically going to be able to expand our ability to tell the entire story and get to some of those lost cities that may now be underwater.
But i may be more in the trade of taking what isn't mine...
It would be amazing if this could be tied in somehow to node development aside from just trade caravans.
E.g
the governing body of the node sets out trade writs for trader (players) to undertake, requesting commodities from different nodes
The trader accepts the writ and travels to pick up the goods. Upon pick up, the player is tagged as a trader and marked for PvP (hey no risk no reward right? And pirates need to eat
The trader then braves the seas to transport the goods back to the requesting node and either gets rewarded for the writ or robbed along the way.
Sounds nice?
ONE MORE CARAVAN MODE.
USE SHIP.
RICH. MANY FAT MERCHANT.
MUCH CHANCE OF ROB.