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.
A Necessity for Nodes
Radical_Johnny
Member
I was discussing this with someone yesterday about our hopes for NOT having linear progression of Nodes. By this, I mean that I hope the Nodes will progress uniquely and carry their own region specific bonuses and characteristics that resemble the environment that progressing in that area might bring. Let me paint an example:
Say you have two Scientific Nodes on either side of the map. One of the Nodes, we will call Node A, is based in the deep Mountains where the Dwarven race is most prevalent. These are harsh and cold conditions, where inhabitants have dug deep into the rock to both escape Winters bite, and to mine for rock and mineral to further harden their warriors and fortifications. On the other end, you have Node B, which is located in the thick forest lands inhabited by Wood Elves and certain Humans, who make use of the abundance of foliage, wildlife, and lumber to both support their survival, as well as to build trade routes.
These two types of Scientific Nodes should progress differently, in that Node A will receive more bonuses to Mining, Armorsmithing, Weaponsmithing and Metalworking, while Node B will get bonuses to Herbalism, Leatherworking, Bowyer, and other Woodworking skills, as these skills correlate more realistically within the progressing environment. I think this would set in stone the true uniqueness that Intrepid is going for with Nodes, causing traveling person's to consider perhaps where they buy their goods. A Weapon Master searching for the highest quality of steel weapons and heavy armor will find significantly better goods at Node A than they would at Node B, and vice versa, a Ranger looking for tight-fitting Leathers and strong Bows will want to travel to the Forest to find the best quality.
This is just my two cents
Say you have two Scientific Nodes on either side of the map. One of the Nodes, we will call Node A, is based in the deep Mountains where the Dwarven race is most prevalent. These are harsh and cold conditions, where inhabitants have dug deep into the rock to both escape Winters bite, and to mine for rock and mineral to further harden their warriors and fortifications. On the other end, you have Node B, which is located in the thick forest lands inhabited by Wood Elves and certain Humans, who make use of the abundance of foliage, wildlife, and lumber to both support their survival, as well as to build trade routes.
These two types of Scientific Nodes should progress differently, in that Node A will receive more bonuses to Mining, Armorsmithing, Weaponsmithing and Metalworking, while Node B will get bonuses to Herbalism, Leatherworking, Bowyer, and other Woodworking skills, as these skills correlate more realistically within the progressing environment. I think this would set in stone the true uniqueness that Intrepid is going for with Nodes, causing traveling person's to consider perhaps where they buy their goods. A Weapon Master searching for the highest quality of steel weapons and heavy armor will find significantly better goods at Node A than they would at Node B, and vice versa, a Ranger looking for tight-fitting Leathers and strong Bows will want to travel to the Forest to find the best quality.
This is just my two cents
~Simus Deathmax
3
Comments
Virtue is the only good.
that would really make each server identical because the nodes would have a stronger meta
what I don't like is its implications, let's say we get 2 scientific metros in server, like in your example it's 'relatively' balanced. But.. if there's only 1, let's say the forest one, that would imply that we have amazing bows, but armor can never hold up on that server.
It would be fun to see variations but not if the entire server player base is shamed/forced by a alliance of guilds into specific placement of nodes.
Should the game become a rousing success one could see a Test Realm setup to try out major game changing mechanics like this in order to gauge the impact as well as modify it to have the intended consequence prior to implementing it in the game.
Like a scientific node would be more inclined to be near interesting biomes, and a commercial biome is near forrests, rivers or waycrossings. That would make it a bit more dynamic^^
Im not trying to downplay your idea, its just that its already logically integrated and a major drawing factor for a more immersive world that makes sense. I wont find the same wildlife in the mountains that i find in a forest. So in a sense every node can only develop in its unique way that the surrounding provides.
I can be a life devouring nightmare. - Grisu#1819
That town up North at the base of the hills, if there is good ore in those hills, that town will no doubt have a smelter so you can Process what the Gatherers bring in.
If the number of Processing buildings a Mayor can build is limited, then the town to the south may not build a Smelting building, because the town up north will work in conjunction with them and bring Tier 1 goods down instead of Raw Materials.
I think having specialities develope due to the surrounding resources is a good idea. I would hate to have a meta structure as previously indicated that all the servers 'shoot' for.
So are you thinking more that vassal nodes will have specializations based on their surroundings rather than the overall node itself? If so, that makes sense.
why are they in the sea?
Never heard of a laketown before? Skeletons cant swimm after all
we just walk across the sea floor like badasses
Did you not watch pirates of the Caribbean
Yes i did, and they still could not swim.
you are right ^^
Then what nagash said is valid no?
And how did they get on the boat?
Will there be an underwater undead skeletal Node in AoC?
I did say the walked like badasses
I just thought it was some premo Kentucky Bluegrass...
It would be funny if swimming had a weight restriction
Example: Plate and chainmail wearing characters cant swim, because the weight would pull them under ;D
Ah yes, the ol Frederick Barbarossa treatment.
I can be a life devouring nightmare. - Grisu#1819