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Castles vs. Metropolis

2

Comments

  • lexmax said:
    Noaani said:
    lexmax said:
    Noaani said:
    I'm not sure what that is in reference to.

    They are talking about guild structures, we are talking about player structures.

    You'll note that in the answer he says he was referring to the former, not the latter.

    Guild halls, fortresses and castles is the former, guild owned player housing is the latter. So, when he said he was referring to the former and not the latter, he means he was referring to guild halls, fortresses and castles, and was not referring to guild owned player housing (which, to my knowledge, guild owned player housing isn't even a "thing" in AoC).

    So again, I'm not sure what this is in reference to.
    Yes, I was the one who actually asked that question. If you read up the thread I'm sure you will get the context of my response :)
    I've ready every word in this thread, and I'm not sure what your post is about.

    May be you should have started your post with the quote of what you were addressing, as it doesn't seem to have anything to do with the these of this thread.
  • ArchivedUserArchivedUser Guest
    edited March 2018
    First picture (not even a quote... there is a button for that) is about player owned housing in castles and nodes attached to them, your response is not about player housing at all.

    This is where I'm confused.

    It's like a player asking about character leveling and you replying with a quote on guild leveling - they are not the same thing.
  • This is going around in circles. I will reply one final time.

    You asked in red text "Do castles and/or the nodes attached to them have room for player housing"

    I responded immediately after with a developer quote that says they do not. 
  • So basically, if I understood everything correctly:

    - you chose which node you will be citizen of by placing housing there, that is limited only to normal nodes, and all your housing (for that particular character) has to be in same node

    - if you are part of a guild, when that guild captures a castle you automatically become "citizen" of that castle and it's node, and that lasts for the duration while your guild owns that castle. You can not place any housing there, and this does not affect your regular citizenship, which remains as it is

    - your alts can place their housing in different nodes and become citizens there, and that is with exception of freehold placement (which is limited on 1 per account)
  • lexmax said:
    This is going around in circles. I will reply one final time.

    You asked in red text "Do castles and/or the nodes attached to them have room for player housing"

    I responded immediately after with a developer quote that says they do not. 
    You responded with a developer quote clearing up a previous statement by the developers, not a quote that produced any kind of information outside of the scope of the previous statement they cleared up.

    And it wasn't me that asked the question in the first place. I just fail to see any relevance at all to the quote you posted.
  • Gothix said:
    So basically, if I understood everything correctly:

    - you chose which node you will be citizen of by placing housing there, that is limited only to normal nodes, and all your housing (for that particular character) has to be in same node

    - if you are part of a guild, when that guild captures a castle you automatically become "citizen" of that castle and it's node, and that lasts for the duration while your guild owns that castle. You can not place any housing there, and this does not affect your regular citizenship, which remains as it is

    - your alts can place their housing in different nodes and become citizens there, and that is with exception of freehold placement (which is limited on 1 per account)
    Other than the housing aspect - which we don't know yet - this is my understanding.
  • Gothix said:
    So basically, if I understood everything correctly:

    - you chose which node you will be citizen of by placing housing there, that is limited only to normal nodes, and all your housing (for that particular character) has to be in same node

    - if you are part of a guild, when that guild captures a castle you automatically become "citizen" of that castle and it's node, and that lasts for the duration while your guild owns that castle. You can not place any housing there, and this does not affect your regular citizenship, which remains as it is

    - your alts can place their housing in different nodes and become citizens there, and that is with exception of freehold placement (which is limited on 1 per account)
    This is not quite correct. Here are some quotes from the developers to help clarify. 
    1. Player housing is account based

    2. A player may own one of each type of housing: One freehold, one static node home and one instanced apartment home -- but you only may ever declare citizenship of one node

    3. Being a member of an occupying guild will automatically make you a garrison of the castle nodes and castle itself.

    4. Citizenship and node viability around castles are two different components. The citizenship of the nodes that exist around a castle are related specifically to your membership within the guild that owns the castle. You are by defact then a citizen of those nodes that are dedicated purely to the castle and those don't operate like normal nodes.
    More information and developer citations can be found here or here.
  • ArchivedUserArchivedUser Guest
    edited March 2018
    @lexmax nothing from quotes you wrote invalidates anything i wrote as an assumption.

    Based purely on those quotes, everything I assumed may still hold true.
  • Gothix said:
    @lexmax nothing from quotes you wrote invalidates anything i wrote as an assumption.

    Based purely on those quotes, everything I assumed may still hold true.
    I see a pattern forming here...
  • ArchivedUserArchivedUser Guest
    edited March 2018
    Gothix said:
    @lexmax nothing from quotes you wrote invalidates anything i wrote as an assumption.

    Based purely on those quotes, everything I assumed may still hold true.
    To be specific @Gothix:
    - you chose which node you will be citizen of by placing housing there, that is limited only to normal nodes, and all your housing (for that particular character) has to be in same node



    By this logic, you may have player housing in up to three different nodes; however you may only choose citizenship of one node with a cooldown period.
    - your alts can place their housing in different nodes and become citizens there, and that is with exception of freehold placement (which is limited on 1 per account)
    Other forms of player housing may or may not also be account based. For example in-node static housing. The answer we have on this right now is a little ambiguous:
    Note that the question was "Will player housing be shared" and the Answer says "Housing is account based". Freeholds were only mentioned by way of example.

    Hoping @GMSteven will clarify this at some point in the future :)
  • Namai said:
    Gothix said:
    @lexmax nothing from quotes you wrote invalidates anything i wrote as an assumption.

    Based purely on those quotes, everything I assumed may still hold true.
    I see a pattern forming here...
    This does not seem to be a very constructive comment.
  • Gothix said:
    @lexmax nothing from quotes you wrote invalidates anything i wrote as an assumption.

    Based purely on those quotes, everything I assumed may still hold true.
    - your alts can place their housing in different nodes and become citizens there, and that is with exception of freehold placement (which is limited on 1 per account)

    You can only be citizen on 1 node....account wide....

    A player may own one of each type of housing: One freehold, one static node home and one instanced apartment home -- but you only may ever declare citizenship of one node.

    There is nothing there that suggest alts can create additional instances and node housing and belong to additional citizenships otherwise the term 'account' wide would not be used. Just because freeholds was given as an example that does not mean it only applies to freeholds ;)
  • ArchivedUserArchivedUser Guest
    edited March 2018
    I'd actually prefer if player (account wide) can only be a citizen of one node at a time. Invest yourself to one node and fight for it, instead of playing an alt depending on which node is currently ahead.
  • Would make outing spies pretty easy. You are not a citizen, must be a spy.
  • Would make outing spies pretty easy. You are not a citizen, must be a spy.
    Except there are plenty of reasons for someone to be at a node other than their own.
  • ArchivedUserArchivedUser Guest
    edited March 2018
    We also don't know if your citizenship will be publicly visible.
    And what Namai said. People will be at other nodes for plenty of other reasons, trade, exploring,...
  • I am pretty sure Steven said at one point that if two nodes are at war with each other then the citizens of the opposing node would show up as purple players. That is one way to know they are spies.
  • Zastro said:
    I am pretty sure Steven said at one point that if two nodes are at war with each other then the citizens of the opposing node would show up as purple players. That is one way to know they are spies.
    I would have thought they would show as red, rather than purple. In fact, I was under the impression that this was a out the only way to be red to someone.

    Either way, if you are at war with someone, you are likely not going to try to walk in to their node, I cant imagine it ever ending well.
  • ArchivedUserArchivedUser Guest
    edited March 2018
    Xsjj9s1png
    Alliance members are citizens of the same node, and allied nodes. That means you can't attack them. Nodes that leaders have declared war on each other (not guild wars, those are a separate mechanic.) are flagged as combatant(purple) to each other. The only time someone is flagged "red" is when they have a positive corruption value. The game treats them as a "monster" for flagging mechanics while red and they can be attacked by anyone, including the 4 flagging system lockouts. This quote is over year old, the system may have been changed since then, but not likely.
  • UnknownSystemError said:
    Alliance members are citizens of the same node, and allied nodes. 

    I think "alliance" only applies to guild alliances here. Otherwise literally no one could ever flag on anyone else... or extremely rarely. And if that's the case RIP Ashes.
  • Ah, I see. I got mixed up between red/purple as being combatant/corrupt. I'm used to purple being the corrupt players due to purpling in Archeage.
  • Gothix I believe that the context "Alliance" in this case means citizens of nodes the governing body of which have made formal alliance (none aggression not trade) pacts with other nodes.

  • It's simple. If citizens of same node can not flag on each other at all, this means no PvP in open world, besides in designated events (caravans, sieges).

    At this point this becomes PvE game for me and I will not play it. So I hope this is not the case. Otherwise farewell.
  • As sad as we will be to see you go, this is indeed the intention. It was never the plan to let you hang out with your buddies around the gates. Wait for your neighbor Bob the Alchemist to wander into his favorite patch of the forest just outside the gate, and you and your friends to go murderhobo him for his flowers. Meaningful conflict. You want to murder people (force flagging on greens) in the open world you are going to have to travel and take time out of your day to do it. This will make you sad that you can't just pop out for a quick kill then run back to your freehold in a minute to avoid those pesky corruption penalties and profit easily from your actions. You are going to have to ride to the next non-aligned node and attack their citizens or others unaffiliated wandering the countryside. Then you are going to have to try and make it back to safety before getting killed for being red. Sounds like more of challenge and interesting play for those few self-professed pvp badasses we have talking shit about how good they are before the game is even released. There are plenty of chances to flag on people and ways to get your pvp fix.
  • Did Steven actually say that citizens of the same node count as an alliance? 
  • "Diplomatically, this can lead to more trust and perhaps even an alliance. We want the City Hall to be the place where big decisions are made for each Node."

    "The City Hall gives you the option to make foreign citizens of certain cities enemies of the state, rewarding your own citizens for helping bring them to justice! If the guerilla tactics seem a bit too roundabout for you, you can press the button to declare war on another Node and rally your citizens to the cause! Just be careful not to lose their favor, or you won’t be in power for long…"

    "Groups can become bounty hunters in their spare time in order to help those in the nearby region by cleansing it of these corrupted souls."




    All of the above quotes point out to citizens of a node being in an affiliated group. Why mention that there are 4 affiliations and then mention guilds twice in the same breath? Will you be able to kill Bob on Tuesday, but not on Wednesday because now that there is a siege coming we are all friends and flagged as defenders? As a citizen of the node according to the blog posts there are strong reasons to gain citizenship in the form of persistent buffs and so on. Mayor declares war on neighboring node, flagging all citizens for war? Not possible unless all citizens are part of the same flagging affiliation.

  • There are two different types of alliance:
    1. Guild alliances
    2. Temporary siege alliances.


  • Still not convinced. Sounds like a good livestream question. Next set if done during PAX will be two months since last one, should be a good time. The trick will be to get them to give specific system and mechanics details.

    Ultimately all the parsing and speculation either way leads to nothing. Until it hits Alpha1 and the corruption system is in place we won't know for sure unless they say. One thing that hasn't changed all year is a walkback of any of those mechanics, no matter the level of "RIP Ashes. I am taking my toys and going home!" that is thrown around.
  • The only way that "not being able to attack people from same node" could work for PvP crowd is if people from other nodes were completely "corruption free" targets.

    But as I said, I see where development of this game is going and, sadly, Ashes of Creation looks like being designed as PvE game with PvP minigames.

    This is like WoW PvE servers were. You have battlegrounds, and you could flag yourself if you wanted. Note that Blizzard DID NOT call those servers PvX, they called them for what they were PvE.


This discussion has been closed.