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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.
Debuff Nodes to keep changing the world
ArchivedUser
Guest
Lets face it! What if you are interested on an alchemy node but in your server there`s not a single one because some guilds took over and allways manage to defend other node types and no one beats them¿
Maybe it`s unfair, but i would like to see nodes changing and the world with it. So, i though of some kind of mechanic similar to the flag system, where a player who "abuse" is somehow penalized. What if, after a few months, that node becomes vulnerable and it`s defenses get a debuff. If people really like that kind of node they can contribute to remaking it again, but you get an oportunity to see things change.
Imagine if you love PVP(like me) and your server becomes more like pve oriented somehow and majority refuse military nodes. I know that`s not gonna happen but what if...¿
Same goes for castles! That strong guild could retake it next month, allowing smaller guilds to control it for a while and experience a new thing.
Sorry in advance for my non-great english
Maybe it`s unfair, but i would like to see nodes changing and the world with it. So, i though of some kind of mechanic similar to the flag system, where a player who "abuse" is somehow penalized. What if, after a few months, that node becomes vulnerable and it`s defenses get a debuff. If people really like that kind of node they can contribute to remaking it again, but you get an oportunity to see things change.
Imagine if you love PVP(like me) and your server becomes more like pve oriented somehow and majority refuse military nodes. I know that`s not gonna happen but what if...¿
Same goes for castles! That strong guild could retake it next month, allowing smaller guilds to control it for a while and experience a new thing.
Sorry in advance for my non-great english
0
Comments
https://forums.ashesofcreation.com/discussion/38176/preventing-mega-guilds/p1
Well, I bring the debuff idea in a poll because it`s easier to vote than comment and I love polls . And maybe bringing this idea in a poll make more people interested on this.
Many systems are in place to prevent one guild from running a server. Many guilds may form an alliance to do that, but such
an alliance probably has most of the server population in it anyway so it is less a case of the alliance took control of the server as it is the players took control of the server.
And its not only about huge guilds, i`m talking about the population of the server. Even if the 80% of the server dont want a military node, i would like to make it possible even if its only for a week. That is why i brought this topic.
And I guess you are right, I guess they have some ways to prevent that from happening.
Divine; Economic; Military and Scientific.
While there can be only 5 Metropolises on one server, there can be hundreds of other nodes in flux, ranging from Encampment to City.
Server population cannot really prevent Military nodes. There will be many Military nodes on each server. A server population could prevent a Military node from reaching the Metropolis stage.
If that happens and you wish to be on a server that reaps the benefits of a Military Metropolis, you will either have to be really good at convincing enough people on your server to help you make that happen via diplomacy or sieges - or move to a server with Military Metropolis.
Also, those nodes will have node specific encounters that drain their resources and require players to do things besides xp farm, or just farm, to keep the node safe.
However, if that doesn't go as IS plans it, I do hope for some consideration to change the dynamic.
No need for anything else IMHO.
- Nodes will experience atrophy and will require continued player activity in order to grow. If a town loses too much activity, then it may result in a PvE siege against the node. We are still working on this mechanic.
http://aocwiki.net/Talk:NodesIt goes like this: Team holds this gym a few days, natural degradation on gym level begins that is regained by said team defending gym. Degradation slowly speeds up until gym level drops, at which point rate of degradation resets.
Here is would simply mean that the group controlling a node must still actively use and defend said node until the rate of degradation just outpaces their investment. How long that takes would probably be up to in-game testing.
Having an artificial degradation to the nodes, imo, doesn't make more sense then the current plan.
Might want to start the region from scratch by building up an adjacent Economic node to the metropolis stage to replace the current Scientific node.
Seems like it would be a fairly rare choice, but we will have to play to find out.