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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.
Town Generation
ArchivedUser
Guest
Afternoon All,
With Town Generation occurring when certain areas of the world are used the most do you think there will be just one standard format of town?
It'll be cool if Players decided to try and grow a community at the base of a mountain and a Helms Deep kind of town grew, also fishing villages by a lake/sea or a mining village near a ore rich cave.
It'll be cool to have proper settlements that change its shape and setting based on where it actually is.
Also I believe there needs to be a 'Lone Wolf' option. Not everyone is comfortable living within a town/district so I think adding the ability to set up a camp would be neat! Of course by setting up a simple camp would make your little set up an easy raid!
Sound off your thoughts below! What would you like to see the Devs implement?
With Town Generation occurring when certain areas of the world are used the most do you think there will be just one standard format of town?
It'll be cool if Players decided to try and grow a community at the base of a mountain and a Helms Deep kind of town grew, also fishing villages by a lake/sea or a mining village near a ore rich cave.
It'll be cool to have proper settlements that change its shape and setting based on where it actually is.
Also I believe there needs to be a 'Lone Wolf' option. Not everyone is comfortable living within a town/district so I think adding the ability to set up a camp would be neat! Of course by setting up a simple camp would make your little set up an easy raid!
Sound off your thoughts below! What would you like to see the Devs implement?
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Comments
I also do not know exactly how a node goes from wilderness to level 1, then 2. Is it simply resource gathering? Is it killing mobs in the area? Is it crafting and harvesting things in the node? Players fighting each other? Perhaps all of the above. So for example, what if there's a particularly amazing spot to fish. Lots of people go there to fish. Eventually, so many fish are caught in this node, a level 1 town pops up.
What buildings does it have? What I think would be fun is if what services a town provides is directly related to what caused the node to level in the first place. If this node connects to the sea, then it ought to have a dock. There ought to be merchants to sell fish to. Cooks to cook them, crafters to make potions or whatever. I would not expect to see a gladiator pit for pvp to take place.
Then there is the artistic side. I vaguely recall hearing in livestream or something about if a certain race 'contributes' the most (whatever that means), the aesthetic takes on a leaning toward that race.
All of this is of course limited by design time. How much time can be devoted to making a version of a fishing shack for every single race and in every climate? More is better I would say, so that you'd almost never see two of the same within a very long distance, but I'm willing to compromise on art temporarily as long as what is in the town makes sense. No PvP arena pits in a fishing town, unless that town was forged in bloodshed over a fishing pond, so that the water ran red.
- We know there will be coastal towns/cities in coastal nodes and on islands.
- We know the town will have an artistic style relevant to the race that contributes most to the nodes development - and that this can change between each node level.
- We know that the number and location of nodes is fixed at launch.
I also think it's safe to assume that the placement of the town in the node itself is fixed, and that this exact placement is first known then the nodes reaches level 1.Implementation wise, I would think it is easiest to build a "node generator" for a flat, plains area. However, like you, I also hope they are able to build nodes that integrate with different landscape, i.e. rivers, hills, forests, mountains, etc., and that different towns really feels different.
P.S. Related to your "lone wolf" comment, search for "freehold". I think this fits perfectly with your wishes
So...the devs might be the ones making the layouts and the PRG choice of buildings simply replaces an apartment with a Church or something like that.
I highly doubt they will make a Sim City for the small percent that get to be Governors.