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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.
Why will it be worth it for players to assault and bring a metropolis down?
SquirrelTeamSix
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Hey folks, I am a huge enthusiast of MMORPGs and Ashes in particular and I was curious what people's thoughts were on the topic of node sieging. I understand the concept and the mechanics pretty well I think and I wanted to discuss it with other people.
I am curious as to what the exact benefits to assaulting a node will be. It seems pretty detrimental to the region as a whole to try and destroy a city that players can use as a hub just to level another node nearby, so there must be a good and convincing reason to do so. But what is that reason?
It has been discussed that dungeons and quests will be tied to the nodes and their progression, which is awesome. My concern here is that if the devs are reliant on us taking each other's cities down in order to progress a new city for new quests and maybe a new dungeon, how rewarding will it be? How is gear going to differ dungeon to dungeon? Are certain dungeons going to provide better gear or is the gear going to be stat-scewed based on the dungeon it is (ie dungeon X gives more melee dps stats than mage stats). If not, why would we change our node? Just because? From what has been said in AMAs and interviews and such that node sieges are going to be time intensive and costly for the assaulters, so I am really just curious how they are going to make it worth doing.
Also, have they said how many node-locked dungeons can be on the map at one time, how many static curated dungeons? I am also concerned that there won't be enough variety of dungeon content in the game without nodes falling all the time.
Sorry got a bit long winded, but in essence, I want to discuss nodes and their impact on the content tied to them
I am curious as to what the exact benefits to assaulting a node will be. It seems pretty detrimental to the region as a whole to try and destroy a city that players can use as a hub just to level another node nearby, so there must be a good and convincing reason to do so. But what is that reason?
It has been discussed that dungeons and quests will be tied to the nodes and their progression, which is awesome. My concern here is that if the devs are reliant on us taking each other's cities down in order to progress a new city for new quests and maybe a new dungeon, how rewarding will it be? How is gear going to differ dungeon to dungeon? Are certain dungeons going to provide better gear or is the gear going to be stat-scewed based on the dungeon it is (ie dungeon X gives more melee dps stats than mage stats). If not, why would we change our node? Just because? From what has been said in AMAs and interviews and such that node sieges are going to be time intensive and costly for the assaulters, so I am really just curious how they are going to make it worth doing.
Also, have they said how many node-locked dungeons can be on the map at one time, how many static curated dungeons? I am also concerned that there won't be enough variety of dungeon content in the game without nodes falling all the time.
Sorry got a bit long winded, but in essence, I want to discuss nodes and their impact on the content tied to them
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Comments
And don't forget about all the loot that's in there.
Fair point, but have they discussed the loot? I haven't seen anything stating what rewards will be given
We don't currently know what those rewards will consist of, or how they will be divided between the players taht successfully siege a metropolis, all we know is that there will be a reward.
Thanks for the response. Do you know of anything regarding the dungeons tied to a node?
There isn't a whole lot of information on that right now.
I am would assume that there will be times when a node is sieged to alter the dungeons and other content that is available, but that is based on the idea that there will be different rewards to that content, not just different content.
Apparentely freeholds also "decay" for a week or so before being removed as well, so new freeholds could be built by new people in the nodes area of influence after a siege. If i recall correctly they spoke about the mechanic during one of their live streams. Not sure if people will have the opportunity to repair and reclaim their freeholds after a node is sieged, or if they will need to start a new one. Your progress/layout will supposedly be saved in the form of a "blueprint" when it gets destroyed.
Additionally, parent nodes are able to levy taxes and other systems onto other nodes in their zone of influence without the consent of child nodes.
Once a node has been declared the target of a siege, storage in that city is locked, and if the attackers win, they will be able to pillage the city and get those goods. ( I am not yet sure what type of items are going to be locked down like this, but probably all of them, or incomplete items like reagents.)
There is a lot of good reasons to siege a node, resources, rivalry, expansion, etc.
Additionally, a percentage of the stored crafting materials contained in banks will be distributed among the attackers if successful.
FYI, once a node siege is declared, the banks will lock and crafting materials cannot be removed until after the siege. However, crafters will still be able to use those materials to craft while waiting for the siege by using a crafting table.