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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.
Post siege success: when the dust settles
neuroguy
Member, Alpha Two
I recall there not being too much fleshed out/revealed about the details of what happens after a big node is destroyed but I was just thinking about the post-siege frenzy where previously capped nodes (in terms of progress) may be pushed to level up by interested parties. This may occur because people want to open content experienced on other servers, people who want their housing to level up with the adjacent node, those who wish to push a particular type of node to level up (e.g. economic/military/scientific...) etc.
Since nodes level up by killing mobs, crafting, gathering etc I picture some cheesy stuff happening to tip the scales where you want them. I don't mind people bringing in tons of iron bars to make a million daggers but I worry that some more disruptive stuff may happen. Like if suddenly all the mobs I was trying to farm were being slaughtered by highly over-leveled players/massive zergs it would get annoying. I mean the easy fix is to tell players to move somewhere else if they feel their gameplay is disrupted but I think Intrepid could do some more creative stuff instead.
One valid option is to scale node xp gain so that doing content you are over-leveled for does not contribute as much to leveling up the node for some period of time.
I think a cooler one is to introduce mini PvP objectives like capture and hold points or capture the flag, the victor of which would gain a relic in their nearby node that temporarily boosts node xp gain (until it levels up). So when the huge group of players participates in this massive node siege that takes place infrequently (individual nodes have like 20-50 day cooldowns and we don't know how many will occur on a weekly basis), they will have some lingering PvP content to participate in for the next couple of days/until a new dominant node is established amongst the previously capped nodes. This way organized groups with an agenda could claim these relics or mercenaries may sell them to the highest bidding node etc.
Thoughts? Is this too much? Haha
Since nodes level up by killing mobs, crafting, gathering etc I picture some cheesy stuff happening to tip the scales where you want them. I don't mind people bringing in tons of iron bars to make a million daggers but I worry that some more disruptive stuff may happen. Like if suddenly all the mobs I was trying to farm were being slaughtered by highly over-leveled players/massive zergs it would get annoying. I mean the easy fix is to tell players to move somewhere else if they feel their gameplay is disrupted but I think Intrepid could do some more creative stuff instead.
One valid option is to scale node xp gain so that doing content you are over-leveled for does not contribute as much to leveling up the node for some period of time.
I think a cooler one is to introduce mini PvP objectives like capture and hold points or capture the flag, the victor of which would gain a relic in their nearby node that temporarily boosts node xp gain (until it levels up). So when the huge group of players participates in this massive node siege that takes place infrequently (individual nodes have like 20-50 day cooldowns and we don't know how many will occur on a weekly basis), they will have some lingering PvP content to participate in for the next couple of days/until a new dominant node is established amongst the previously capped nodes. This way organized groups with an agenda could claim these relics or mercenaries may sell them to the highest bidding node etc.
Thoughts? Is this too much? Haha
1
Comments
Definitely an interesting idea.