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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.
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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.
Permanent nodes
I was wondering about nodes, mainly unless they're destroyed by a boss or other players, do they last forever.
(If they don't last forever even if untouched then ignore the rest of this post.)
So as we know nodes create content, quests, inns, vendors etc.
Won't it be in the players best interest to keep all nodes alive and not destroy them?
What if a server of 10k, decides to keep most nodes alive because their use is greater than the fun of destroying them?
What are your thoughts?
(If they don't last forever even if untouched then ignore the rest of this post.)
So as we know nodes create content, quests, inns, vendors etc.
Won't it be in the players best interest to keep all nodes alive and not destroy them?
What if a server of 10k, decides to keep most nodes alive because their use is greater than the fun of destroying them?
What are your thoughts?
0
Comments
Nice thanks.
I hope that’s the case; it’d be great if the game encourages people to experience the world as it changes and we don’t just get rewarded for seeing the permanent points of interest.
A specific node progression won't necessarily last forever.
The reason to de-level a node is to try to level up a different node or to re-level the same node differently...especially with a different racial influence.
SWG had randomly-generated quests. They were very crude, you went to a “mission terminal” which spawned a random lair somewhere in the wilderness, which held either animals or bandits (appropriate to the planet you were on). Your job was to go to the lair, defeat all the enemies, and destroy the lair.
It was crude because every mission was the same. Go to a place, kill everything, come back for the reward. Extremely repetitive. But that was 15 years ago. Surely AoC could come up with something much more dynamic.
The bold point is the important point....
If the players decide to do something, they get to decide to do that. That's the end of the story.