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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.
Will the node system discourage exploration?
darthaden
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I'm sure this has been discussed already but I took quite a bit of time off from following the game. As the title state I'm curious if the node system will discourage exploration.
Example: I'm a resident of node A and want to help level it as much as I can. Over time I decide I want to check out the rest of the world. I start questing and gathering in node B. From what I understand of the node system by questing and gathering in node B I'd be helping level node B and thus making it more difficult to level my home node A. Please tell me I'm wrong, I would hate to be limited to only a small section of the world.
Example: I'm a resident of node A and want to help level it as much as I can. Over time I decide I want to check out the rest of the world. I start questing and gathering in node B. From what I understand of the node system by questing and gathering in node B I'd be helping level node B and thus making it more difficult to level my home node A. Please tell me I'm wrong, I would hate to be limited to only a small section of the world.
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Additionally, you will need to explore and delve into the dungeons that encompass the world so that you can acquire new weapons, crafting ingredients, armor, all that stuff. If you haven't already, the ashes101 page and the ashes wiki page are a great resource to use!
As to your second question, while it is foolish to say "They will NEVER do this!" the stated plan is for people to determine their own story on a server and that actions have consequences. There will be content that a particular server and certain players never see. This is not a themepark mmo where everyone gets to go on Space Mountain just because they got in line. It would really remove the motivation of people to explore, fight other nodes, and conflict if everyone knew if they just waited long enough eventually that raid or dungeon would "pop" in their node. Put in the effort, struggle to be best, and you get the shinies. The node siege system and how content is generated and refreshed give you the option to remove troublesome neighbors who are blocking you from "your" content.
- All content is open to everyone, regardless of the node you are a citizen of. If you want pre metropolis content of that node specifically, you'd have to wait for that node to be destroyed (and actually help the siege somehow by either attacking during it or crafting siege equipment etc if you are more of a ''PvE only'' guy. Once it's sieged and destroyed, you'll be able to do all those contents from the beginning (level 0).
I'm for the most part aware of what they're planning my asking in this question is more about a unintentional consequence I could see arise. If I'm looking to unlock a specific dungeon wouldn't that discourage me from exploring other nodes?
I wouldn't expect or want this from day one but after a year or two. It just seems like a huge waste of development time if they make a dungeon that never gets unlocked on any server because it happens to be in a unpopular node.
Considering the world will develop based off how the players decide to play I could see (down the line) depending on how quickly new content is introduced vs how quickly players develop the world, a server developing various regions for the purpose of discovering new things. Is this likely? Probably not, but it is possible if enough time passes and players are looking for new content/zones to explore. It could also be the case that as the game develops the creators will look at the data and say "hey, no one ever develops this node because of XYZ, perhaps we could add some more resources/mob types/etc in order to entice people to visit this zone more". However, based on how they're talking I don't think there will ever be a completely dead zone, I think many of the metropolis' will be developed in roughly similar areas across servers from how players naturally expand and explore, but I think for the most part every node will at least get some exposure. But making a living world like this there is always the risk that content may never be unlocked, but that's a part of what makes this game so unique. Every server will have a unique story, we the players, just have to decide how we tell it.
If node A is a master node, and B its vassal, then doing enough stuff in B will give excess xp back to A after B's quota is filled. So you can adventure around while still helping your home node.
Another thing is that to best level up your home node (A), you might decide you need better gathering gear, weapons, consumables, mounts, etc., and to obtain them you might need to travel to explore different marketplaces, do dungeons, or transport goods to some crafter's home far away.
Finally, I'm going to assume there'll be quests granted in node A might take you all over the place but still end up giving node A a good chunk of xp.
The Node system is pretty complicated. There are a lot of times where nodes are going to be growth stunted due to being locked out by a neighboring node or when a node becomes part of the vassal system.
No. The purpose of the node system is to lock content behind the node level. If you want your local area to have the services, benefits, etc of a Metro, then you need to shape the world to get a metro in your local area.
With Youtube and Google, nothing will be hidden ever again!
Except things can only be put on YouTube, or show up on Google, if someone has found them.
It is entirely possible no one on any server will find specific pieces of content for years - thus no way for it to be on Google or YouTube.