Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
How Nodes Trigger Events
ArchivedUser
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I'm curious about how much control players have to manipulate particular nodes that lead to specific events. From my understanding, how players choose to participate in different nodes determines what kind of events a server will experience. This also means some servers may come across dungeons and events sooner than other servers, or may have completely different events.
My question is this, are specific events repeatable and are there ways for a server to monopolize the outcome of nodes to a point that guilds can control events to get specific gear and rewards? If this is true, is there a timer of sorts to prevent similar events from spawning more often than others? Or is it a random generator that potentially influences monsters and events?
These things could largely effect the goals of guilds to shoot for specific areas and hold control over them. If there's a timer of sorts then it would create an incentive to work with other players.
My question is this, are specific events repeatable and are there ways for a server to monopolize the outcome of nodes to a point that guilds can control events to get specific gear and rewards? If this is true, is there a timer of sorts to prevent similar events from spawning more often than others? Or is it a random generator that potentially influences monsters and events?
These things could largely effect the goals of guilds to shoot for specific areas and hold control over them. If there's a timer of sorts then it would create an incentive to work with other players.
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https://www.youtube.com/watch?time_continue=295&v=YGepb_OZLhQ
I understand the game philosophy they're shooting for with the node system. Just like everyone else, I'm just not sure how the core systems, like the node system, will be governed and influenced by players.
At some point we won't have to speculate anymore and most of the design nuances of the core systems will be addressed in dev blogs. I can accept that everything is vaguely described at this point because of the current stage of development. It will definitely be interesting to finally see questions answered with videos showing how different actions upon nodes are scored as well as the limitations of the core system itself.
I'm going to assume that the game won't be designed in a way that will abnegate player goals. I'm fine with random elements as long as it doesn't deny me from completing things that I need to progress further. Asking these questions early on to get answers can prevent future disappointments.
You can be assured that there would be guilds that would definitely take advantage of any features that allowed them to monopolize important aspects of the games. We'd eventually reach a point where you either join them, or you join another guild that could potentially take them down. The problem here is that if you're not in a guild that's capable of monopolizing content, then you're not going to get very far in the game if some events are needed to open up requirements to progress further.
And and events are based on where node is. You can't summon giant, godslayer, necromant mushroom if your 5 lvl node is in mountain and you are killing goats instand of little buddies. (like in video about nodes said fisherman who is doing his job so often to catch someting bigger than fish)
So
For me the whole point is to completely avoid that scenario.
In fact I wholeheartedly endorse them randomising the conditions from a selection of multiple triggers.
One thing to consider about knowing how nodes function is for guilds that want to raid and do dungeons. I'm pretty sure it was confirmed that dungeons would be randomly found in the game world and I can imagine that there might be events that lead up to unlocking raids, but surely not in a completely random structure. Imagine if raids were randomly generated, that could be interesting but I think some servers would have a hard time with that depending on how hard they'll be. lol
You mean there may or may not be raids available to raiding communities ?
I think it will work much like player having access to dungeons at a certain level, only in this case it will depend on node level instead. Which raid(s) you get at any node level will be another matter. It would not surprise me for larger group size raids to be node level dependant TBH. That would reflect the difficulty, player progress and maybe even gear progress.
If you mean randomised dungeon content I am all for it. Otherwise it gets posted on the internet. Everyone learns it and it becomes obsolete. Use skill for once...not a howto.
I'm in favor of having a challenge and I usually find guilds with players that are competent, flexible, and fun to play with. It'll be interesting to see how everything is going to work when the game goes live.