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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.
Node siege incentives
Mojottv
Member
Hi All, maybe this has been answered somewhere, but i couldn't find the answer. I know that higher level node has to be destroyed for neighboring nodes to be able to level up, so this kind of makes sense to motivate players to siege the nodes, but what is stopping everyone just getting citizenship of bigger level node in stead? Even if there's cooldown, to join new city after leaving old one, you still can do it.
So why would anyone want to join lower level node?
Is there cap at how many people can be citizens?
Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?)
So why would anyone want to join lower level node?
Is there cap at how many people can be citizens?
Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?)
0
Comments
One reason I can see for wanting to level a different node is that the higher level node might be economic, but the citizens want a scientific node for fast travel. Or any combination of that scenario.
Yes there is a citizen cap
Well, dont think that would be high enough incentive to go and try to destroy a node, as destroying would be quite time consuming, would require resourses etc etc. If you want other type of node, why not just go somewhere else and join that type of node?
Do you know, what are the caps yet? Also what are the citizen perks?
I agree with you. I just said it could be a reason.
"A portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node will become lootable to the victors of the siege as spoils of war."
"Destroyed freeholds are subject to material loss. Freeholds may be attacked by any player[114] for a period of two hours[21] following a successful siege against its parent node.[115]"
"Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[46]"
Some of my own thoughts:
People will want to destroy nodes and have others be built up to open new content in the world. Certain bosses/events can only happen in certain nodes and it will be up to the players to discover. Things like an ice dragon popping out of a newly leveled node and turning the world frozen for a period of time or until the dragon dies.
The node could be under the control of a massive alliance that sets very high taxes that is hated throughout the server and the people of the server want to make life difficult for them.
People will want to defend their relics or deny the enemy node/guilds in the areas access to their relic.
Non-instanced houses are prestigious, people will want to defend them.
Wiki
well i don't think its enough of motivation to be honest. because big guilds will join with others and form big alliances, so bunch of randoms and smaller guilds wont be able to compete. the fact that you can get loot after successful siege wont do any good, because again, big alliances will help to defend each others nodes and castles.
The only possible scenario I can see based on what you pulled out of wiki, is that the guild that owns a node, would take their stuff to other node, leave current node, join the other node, then destroy the node they left, so they can unlock different content.
I think, there's enough of incentive to defend the node youre in, but not enough incentive be part of smaller node. and only thing that could aleviate this, would be smart restrictions on citizen number, guild numbers, freehold availability etc. In other words, you need to have content locked for other players and only way to unlock it, is by joining small node, and destroying the big one. So if i cant get freehold in some local metropolis, i will join smaller node, so that i can have the big one destroyed etc...
You can almost bet on A LOT of different alliances, guilds, and groups of many types and sizes that are all constantly gaining and losing strength, and they will all have a role to play. They WILL go to war with one another, it's just the nature of the beast.
well i don't think its a good design choice to rely on people to act in certain way. And 1200 is a lot of players. Random players can't compete against organised players even if the odds are 3 to 1... so i think there should be some mechanics in place to give incentive for players to fight each. Lock out content for players in big alliences and guilds
They may make different nodes offer different bonus/boons for the guilds.
Few examples:
Military +DMG+Resistances
Divine: +Mana+health regen
Scientific: +Int+Mana regen
Economic: +Armor+Health
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Once someone declares a siege, it's like blood in the water. Anybody can come and join in, and since it will be a pvp zone for the duration, there won't be any corruption penalty. So all it will take is even one person willing to grind for the materials (however long that could be) and make the declaration. So at that point, why wouldn't anyone who wants to pvp, (not even counting anyone with a beef with the node, or guilds inside) come for a chance for loot?
As to your original questions, yes there is an effective citizen cap. You can only become a citizen by owning land, and there are limited housing options in every node. Even the instanced housing is tied to an in node apartment building has a finite number of rooms, starting at 50.
And people might join a lower than metro node for various reasons, like resource availability, being in a less crowded settlement, wanting to be in a particular node class, so taking a lower leveled one instead of searching for a metro version. We also know there are something that will need to be crafted/gathered/completed, at lower level nodes, Metros can't survive on their own.
to be hones giving buffs, for smaller guilds and phasing out those buffs for bigger guilds i would not agree with, i think if you meet someone 1v1 in the open world, it should be level playing ground. so discouraging big guilds due to buff dampening i would not agree with. I'd rather would like to see something, like caps on citizenship, free holds etc, so that big guilds would not have enough space in one node, thus people be forced to divide and create theyr own guilds to compete.
https://knightsofember.com/forums/members/winner909098.54
well when i talk about guilds controling the node, i mean if big guild in a big allience, are all citizens of the node, they all have access to all the benefits, that means they will be incentifised to defend the node and along with all the other randoms and smaller guilds who are citizens + help of this guild allience, it will be virtually impossible for anyone to destroy the node, thus this guild is controling the node.
Regarding people just wanting to go out and do some pvp, trust me, a lot of players as you might see in the forum, they care only about pve and being left alone. so i wouldnt bet on that.
well if some stuff can only be made on lower lvl nodes, then its just going to be annoying when those nodes lvl up. also what i wouldnt like to see is dominant guilds moving from node to node to unlock certain content. would rather see, haviing no incentive to be in huge alliance, and being forced to join smaller underdog guilds to be able to overthrow guilds dominating certain nodes, to access content/.
Was talking more siege specific buffs not open world stuff.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Thats my exact point of this thread, if they can balance properly guild, allience sizes along with freehold and housing availability based on server population, to force people to join different nodes then i think they will achieve dynamic world where its constant struggle and wars between guilds and nodes. I would not want to see big guilds traveling from one node to other to unlock content.
We don't know much of nodes augments, but there is no way one node type get a augment that is the best for all classes.
You'll have to split member in the 4 nodes types.
And so you'll have less influence on nodes but you'll get the benefits of the 4 nodes types that make your guild stronger.
Hmm.. i dunno how it would work, then, so how many guilds would defend the node? I mean, it should have bigger incentive for guilds to be based at the same or vassal nodes. I mean, ideally you want constant struggle to unlock content. So that there's many strong alliences fighting each other over map control and who can progress their node. and not just couple of mega huge alliences holding 4 types of nodes.
Strangely enough I agree with my brother here.. If the combat is good enough to allow for smaller groups to be able to fight larger groups due to skill then I can see specialised groups appearing. Running around as a tactical small group in GW2 was one of the most fun things I've done in games, and I would be totally up for doing that in this game. The incentive would just be that it is possible to do and feels good to play.
Briefly regarding the combat system, some worries are:
- tab target abilities will be as strong as skillshots (big worry)
- zergs will be able to out CC a smaller group through sheer numbers
However if the game is going to have relatively generic attribute allocations where 10 additional points in specific attributes has minimal to no real meaning and the game will rely solely on these "buffs" to level the playing field by essentially buffing the characters for us that just sounds like some WoW type of balance mechanic.
Players should be rewarded for understanding how to build characters with attributes, skills and equipment and that is what should give smaller groups an advantage over larger ones more than any buff the game is going to offer in addition to.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Well I really hope, they will do it similar to Lineage, where although all clases were basicly the same, except for small variation in gear. But well built party, with people who can play they characters good, would anahilate 4-5 parties of equal level and similar gear.
Nodes are a world mechanic that every player need to get content.
Guild that are interested in castle will gather around them .
The perfect situation would be the 4 types of nodes represent in 1 metropolis and 3 city.
You could do almost nothing to prevents rivals guilds to live in those to.
Guilds not interests in castles will eventually siege those metropolis to get one in a others place.
And those rivals guild will work to gather to defend it , and that what is beautiful
Those who will try to organise and lead the defense would probably be the major, his subordinates, players with the highest grade in religions and social organisations and the king of the region. Because they have battle size ability during sieges.
But all is subject to change in beta ...