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Lets have a discussion about benefits you would like to see on the other nodes types

CM KalezCM Kalez Member, Intrepid Pack, Alpha One
Econ - i would like longer/faster trade routes
Military - faster movement speed while in a raid in open world
Religion - buff power increase (+5%)
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Comments

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    EkkornKebabEkkornKebab Member, Alpha One, Adventurer
    Military - Ability to hire mercenaries of some sort
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    Onwards. To Vera
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    ZaraZara Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    Definitely would like to see an underground fighting arena in a military node!
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    uthogeuthoge Member, Braver of Worlds, Kickstarter, Alpha One
    I'm not sure if I understood correctly, but they seemed to imply that you can only choose a certain number of augments (second parts of the class) in different node types.

    This is something I am apposed to. IMO everyone should be able to pick the class they want.
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    Nope, you can pick the class you want. But your secondary class isn't the only source of augments. You also have your religion, your race, your node citizenship, and more I'm sure.
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    VolgaireVolgaire Member, Braver of Worlds, Kickstarter, Alpha One
    edited April 2019
    Divine - pray to a god (whose name can just so happen to coincide with a player name) and receive great benefits and 100% guarantee that your souls will be used to further the evolution of deadkind.

    Join now and get free supply of replacement bones to last you at least for the next 10 years :)
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    NagashNagash Member, Leader of Men, Kickstarter, Alpha One
    autumnleaf wrote: »
    Divine - pray to a god (whose name can just so happen to coincide with a player name) and receive great benefits and 100% guarantee that your souls will be used to further the evolution of deadkind.

    Join now and get free supply of replacement bones to last you at least for the next 10 years :)

    sounds like a great religion
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    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
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    For the economic nodes, I think it would be really interesting to be able to have NPC contacts that do anything from giving you tips on where to find lucrative resources or just offering discounts when they form good relationships with you through trading.
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    You will find information about resources from scientific nodes anyway. I think economic nodes could have some sort of "faster respawning", or generating of materials in area.
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    JaminJamin Member
    Economic - Reduce cost/time in crafting professions
    Scientific - Increased experience for quest hand in
    Military - Cheaper weapons and armour in shops

    Just speculations at what sort of things could work and be neat to have
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    "As you wish... I care not"
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    VolgaireVolgaire Member, Braver of Worlds, Kickstarter, Alpha One
    Nagash wrote: »
    autumnleaf wrote: »
    Divine - pray to a god (whose name can just so happen to coincide with a player name) and receive great benefits and 100% guarantee that your souls will be used to further the evolution of deadkind.

    Join now and get free supply of replacement bones to last you at least for the next 10 years :)

    sounds like a great religion

    I know, if only the wages were better...
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    DamoklesDamokles Member, Alpha One, Adventurer
    Military - construction of siege weapons or hiring of npc mercenaries or guards for caravans
    Eco - 5% off on NPC merchants and maybe less tax on auctions
    Religion - faster movementspeed, slightly higher regen of hp and mana
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    valerianvalerian Member
    edited April 2019
    Military = Able to see corrupt players ----> based on previous statements
    Economy = Able to shut down the market (no sales)
    Religion = Able to inhabit a Boss (Godlike) ----> based on previous statements
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    Will there name plate on the houses to give more feeling of having ourself......will the name plate going to be editable, so that we can write our name on our house.
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    Military: passive buffs effective against player's. Faster travel time provided by roads linked to and in an alliance with the military node. T6 superpower grants stacked NPC guards to caravans.

    Religious: Can declare religious wars based on mayor's religion (t6 superpower) Bonus religious xp, and some sort of PVE drop rate buff/bonus against dungeons/raid bosses.

    Economic: linked auctions and shared commerce for allies and vassals. Passive yields to profit gain for citizens. Can place tariffs/economic sanctions. (Superpower)

    Science: Teleport for allies and vassals(t6 superpower), rng reduction penalties in enchanting and rng favor for other crafting types. (Reductions in mats for repairs lower risk of enchanting etc)
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    Military: Arenas? Make the one in level 6 military a Colosseum

    Divine: Temple for getting blessing buffs while in zoi, lore related quests, "charity" / "volunteer" quests for ppl to work off their corruption faster. (e.g. well you've had your ganking fun by murdering X non-combatant players. Now go escort Y caravans started by other players, or complete Z grinding quests (for a fraction of the original reward) posted by players)

    Economic & Science: Good as the way they are. One facilitates trading, the other being essential to crafter progression.
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    maouwmaouw Member, Alpha One, Adventurer
    Military:
    • randomly swarming mob spawn in sourrounding areas
    • unique war machines/multiperson mounts
    • Superpower: Scout Network - Know the location of any player

    Religious:
    1. Reduced death penalty
    2. Sanctuary (potentially controversial: a chamber where nobody can use skills) used as a court/jury room
    3. Superpower: Divine Blessing - all citizens in the area have an extra buff depending on the religion of the Bishop

    Extra ideas:
    Economic - all caravans are faster/sturdier but also more lucrative
    I wish I were deep and tragic
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