Glorious Alpha Two Testers!
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.
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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.
Comments
dont know wich is the reason of low spots, you don´t know either.. but one thing you are completly right, people like housing, a lot, and people even want as much spots as they can have, look what is happening in the game "Pax Dei", people is rude for low spots and there, everyone has one, and thats what i want to be underestand, look neightboors gaming, look what happend in ArcheAge, look, compare and apply best.. and best is no low spots, believe me
thats why people plays games, sometimes, to forget reallity, and have their nice house, or elf house, or tabern, or forge!!
Freehold plots must not be placed in close proximity to any of the following:[4][44][5][40][6][1][7][8][9]
Pathing routes (Roadways).[44][9]
Dungeons and other points of interest (POIs) regardless of advancement.[44][7][9][45][46]
Event spawn areas.[9]
At least ~100m from other freehold plots.[47][4][9]
Previously this was stated to be ~150m from other freehold plots.[48][49]
Hard terrain features, such as mountainsides or cliffs.[44][50]
The more advanced a node is, the more freeholds can be built within its ZOI.[25][6][10]
Ample space will be available to place freeholds in the ZOI of a village node.[51]
Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[52]
Adjacent freeholds do not share any bonuses with their neighbors, but guild halls owned by patron guilds may confer benefits to surrounding freeholds.[53][48]
-https://ashesofcreation.wiki/Freeholds
Based off of my limited knowledge "Pax Dei", it was made to be more of a game about building in the first place. That simply is not what ashes of creation is striving to be. Comparing Ashes of Creations housing system to AA is a bit of a stretch considering the freehold system is meant to create a working piece of a Node (Again coming back to needing to build communities). It is not meant to just be a safe space for players to hide in all day. What you are asking for destroys the node system. Especially if it gets to the point where some nodes have all their land claimed by players who have no interest in progressing the node itself. (People who get on once just to claim a precious piece of land and never join again. People who only want to make a "cool house" and not actually help the rest of the node move forward.) People need to work together to progress the nodes so we can get the story. You simply can not do that with someone when their only goal is to make things look cool.
So while i have no Idea how many Freeholds exactly a Village can have -> let's say for Examples' Sake Three,
that would be Three Freeholds multiplied with all the 85(?)ish Nodes in the final Game.
Meaning 255 at least.
So if my Memory is correct, Nodes are said to be able to have more Freeholds the higher their Stage is. Towns (Stage 4) can have more Freeholds than Villages (Stage 3).
"Cities" (Stage 5) can have more Freeholds than Towns (Stage 4) then,
and a Metropolis of Course can have more Freeholds than all of those.
Since i have Zero Idea how many Metropolis' will be in the Endgame -> as those must beat down and subdue other Nodes or something like that in Order to raise up to sexy Tyranny and Rulership (lol),
i know there will be around 2 "Cities" of at least one lesser Stage than a Metropolis for every Metropolis that will exist, right ?
Nodes beneath the ruling Metropolis can if my Memory still serves correct also have two Nodes (Towns) beneath them. Like beneath every single City serving a Metropolis.
Someone not as lazy and hopefully more capable and motivated that i am - Please do the Math if the Mood and Freetime is there for it.
How many Stage 3 to Stage 6 Nodes can exist in the Full Game and how many Freeholds can every single one hold ?
Even if it is like +1000 Freeholds or so - that will still be few People when the Servers are told to have like 50K People spread over the whole World of Verra. ^.^
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
However, off the cuff back of the napkin math from the vassal perspective. There would be nine nodes, one metro, two cities, two towns, and four villages. Nine total ÷ 85 nodes = 9 metropolis nodes in fully player built out server.
But that is very much subject to do you actually need to have all those vassal nodes under you in order to develop to Metro?
Metropoli are capped at 5 per server.
Freehold ownership will be limited, but I believe most players who want access to a freehold will have it. There will also be guild freeholds.
As was already mentioned, player housing and customization is a big deal. Static housing being the primary is very limiting as the aesthetic flexibility is basically zero.
I’d like to see numbers closer to 25% for how many people could have a freehold, provided they have the money and resources for it. Having all the gold in the game is pointless if you can’t actually get what you’re excited about.
Can you clear something up for me? How many people do you expect to be in one freehold? Sure if it’s one person each then have those numbers are low. My understanding is freeholds are meant to be for groups of people as opposed to a solo just wanting a base to make it look pretty.
The way I see it is every freehold is going to have at least one small group. Unless you expect to defend against node attacks etc ALL by yourself. Which again is going against everything Intrepid is trying to accomplish with AoC.
When you approach freeholds with the mindset of “they're going to be houses for people to decorate all by themselves” sure those numbers just aren’t where it’s at. Plus it’s a bit disingenuous towards the freehold system itself.
When you approach it with idea that freeholds are essentially going to be places where GROUPS can build a base so they can work on progressing their local nodes. Then the numbers no longer sound off.
The biggest issue I see people having are with the fact that free holds just aren’t going to be a safe space for them to get all their interior design needs in. They’re not something solos are going to be able to get their hands on . Anyone who reaches the level needed for freeholds will either have groups or will at that point have accepted that playing solo simply excludes you from certain aspects of the game.
Freeholds aren’t just houses, they are also the vital organs of the nodes.
I started doing some random napkin math with some assumptions:
On average 3-4 freeholds per 'block', a Village or Town has 6 'blocks' around it in a hexagon-ish shape. A City has an additional 8 'blocks', a Metro another 10-11 on top of that. 60/87 Nodes built up to at least Village, gave me about 510-600 blocks, then remove a few for coastal/mountain nodes.
Was surprised that the two numbers weren't far apart, but that's 'confirmation bias' for you!
Was going to observe that it may be the majority of metropolis nodes, player housing, and freeholds, will be in these castle regions. This was a new thought that changed my outlook, but many of you probably already knew this.
So on your napkin Azherae would you say 1876 plus because some should be added back in for the castle nodes.
I'd actually guess no, because I don't think the Castle Nodes can actually fall outright, only change hands.
If your Freehold is destroyed or raidable because the Castle Node changes hands, I don't know what to think about that. If it can't be destroyed like other freeholds because that isn't what happens when a Castle changes hands, then those Freeholds would be massively unlike other Freeholds (but not so much that I think this is unreasonable design myself, it just seems... 'off' relative to the goals of the game).
So even if there were Freeholds near Castle Nodes, I would expect that they'd be within the ZOI of some other node and be subject to whatever happens when that node falls, without the automatic 'protection' that comes from
Anyway, wiki says:
Castle nodes are excluded from the normal Citizenship, Zones of Influence, Freeholds, Node leadership, and Social organizations systems.
So I assume we should just not count them in any way.