Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Why I Think Players Should be Able to Choose Their Node Type
Squeezy
Member, Alpha Two
Hey readers,
As we have been told by the developers, there are 4 different types of nodes, all four with different benefits and election processes.
The Economic Node
The Religious Node
The Scientific Node
The Military Node
As far as I know, the devs stated that starting node will be predetermined at random, and I think randomly generated on different servers. But I want you readers to think about a different approach and let me know your thoughts.
Assuming that players will want to inhabit all four of these node types to reap different benefits, then why shouldn't players have the ability to choose a node type for the node they want to stay in?
A couple of reasons behind this question:
Tactical Advantage Say you're a guild or a group that wants to dominate its region through military conquest and you want to be able to defend yourself when eventually everyone gets mad at your node and comes knocking on your door. So you and your group find some place with a node that to you seems to have some geographical advantage, like an impassable mountain on one side. You want to create your node there, but turns out you "can't" because its a religious node.
Economic Advantage Same thing can be stated here. You and your guild or group find a place where you feel like you get a lot of gathering resources or you see a lot of good trade routes by the sea for your group to go along and trade. You want to set up an economic node there, but you can't because its a military node.
Scientific Advantage Say you want to create two scientific Metropolises in order to establish a teleport across the map, but you can't because one of those nodes on either side of the map isn't scientific.
I think you can actually use this as a counterargument and say that this is the exact reason why players shouldn't be able
to pick their nodes and I somewhat agree with that because I am strongly against meta gamey fast travel in order to
avoid the game, but at the same time I would say if you have that type of power and want as a group of players to make
TWO scientific metropolises in order to teleport then you have put enough work into the game that you deserve to unlock
that teleport.
Aesthetic Advantage Lastly, sometimes its just about things looking pretty, if players want a certain type of node in one specific area where they like the way things look, why not let them pick their node type.
The developers could also create some sort of different quests/stories (Some sort of content) for the player groups to do in order to be able to achieve their desired node type.
Let me know what you think, if you disagree, let me know why? And thank you for reading
TLDR: It would be cool to choose the node type instead of it being pre-determined.
As we have been told by the developers, there are 4 different types of nodes, all four with different benefits and election processes.
The Economic Node
The Religious Node
The Scientific Node
The Military Node
As far as I know, the devs stated that starting node will be predetermined at random, and I think randomly generated on different servers. But I want you readers to think about a different approach and let me know your thoughts.
Assuming that players will want to inhabit all four of these node types to reap different benefits, then why shouldn't players have the ability to choose a node type for the node they want to stay in?
A couple of reasons behind this question:
Tactical Advantage Say you're a guild or a group that wants to dominate its region through military conquest and you want to be able to defend yourself when eventually everyone gets mad at your node and comes knocking on your door. So you and your group find some place with a node that to you seems to have some geographical advantage, like an impassable mountain on one side. You want to create your node there, but turns out you "can't" because its a religious node.
Economic Advantage Same thing can be stated here. You and your guild or group find a place where you feel like you get a lot of gathering resources or you see a lot of good trade routes by the sea for your group to go along and trade. You want to set up an economic node there, but you can't because its a military node.
Scientific Advantage Say you want to create two scientific Metropolises in order to establish a teleport across the map, but you can't because one of those nodes on either side of the map isn't scientific.
I think you can actually use this as a counterargument and say that this is the exact reason why players shouldn't be able
to pick their nodes and I somewhat agree with that because I am strongly against meta gamey fast travel in order to
avoid the game, but at the same time I would say if you have that type of power and want as a group of players to make
TWO scientific metropolises in order to teleport then you have put enough work into the game that you deserve to unlock
that teleport.
Aesthetic Advantage Lastly, sometimes its just about things looking pretty, if players want a certain type of node in one specific area where they like the way things look, why not let them pick their node type.
The developers could also create some sort of different quests/stories (Some sort of content) for the player groups to do in order to be able to achieve their desired node type.
Let me know what you think, if you disagree, let me know why? And thank you for reading
TLDR: It would be cool to choose the node type instead of it being pre-determined.
ᚺᛖᚨᚱᚦ ᛟᚠᚦᛖ ᛊᚺᚨᛞᛟᚹ ᛁᛗᛁᚱ
0
Comments
I like your thoughts about terrain advantage - I'm really eager to see how nodes interact with their terrain and if the creation of chokepoints is something we might see
Meaning military node A will always be different from military node B, creating a ton more work for the node creating team.
It's a nice idea but do you believe they should create 4 different node layouts with an additional 9 different racial types for every single node of which there are well over 100? At least with the races they just have to reskin everything, with a change in node type you get a completely different city.
It hasn't always been like that, has it? i recall they said people decided the node type they wanted to build. Or the mayor did
It's remained the same as far as I'm aware.
Indirectly, by their choice of location. If you choose to level xp in a Scientific node, you choose you build a Scientific city.
To @insomnia's point, it has always been described this way as far as I know as well. You can check out more on where we've discussed this previously in our "Know Your Nodes: The Basics" article here!
That's a simplistic, but very valid and important observation.
You don't like the city you live in? Move. ^_^
Steven Sharif is my James Halliday (Anorak)
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
-HPL
It was my belief that the OP wants to change this so that any node location can become any node type. Which would be very very tedious to do in my opinion.
Aww. You beat me to it. Choose the node you want to live in and be happy. Problem solved!
And presumably, you won't need to go far to find it.
I'm assuming that the map will be set up in a way that you won't have two nodes of the same type bordering one another wherever possible. So very likely, if you travel to an area that you want to set down roots, and the node type isn't to your liking, you will probably find the node type you are after in one of the bordering nodes next door.
so let's say an area called the Blight's Grove, located in Server 1 - it's under a zone of influence (military)
therefor in server 2,3,4,5,6 - the Blight's grove is always a military node?
I thought the blight's grove can be military node in server 1, science node in server 2, military in server 3, economy in server 4?
Nope, they're the same across the entire Ashiverse.
Edit: Copyrighting "Ashiverse"!
California has more people and advances quicker, it locks out Oregon at a level below it as its zone of influence expands into cover Oregon. Oregon advanced quicker than Washington and it has locked it out at a level below Oregon. Oregon's ZOI covers WA. So, the parent node in this case is CA, and its vassals are OR, and possibly WA at higher levels. These node type never change server to server. CA is always economic, OR is always military, and WA is always scientific. Now, since CA is the parent, all of the vassals will have options to build parent node type specific buildings. In the case of CA being economic, auction houses that link back to CA (depending on level of CA node of course.) Oregon is still a military node, is just has a new build option because of it's being a vassal to CA.
This example is all on server 1. On server 2, WA advanced quickest, locking out the other two into vassals. The node types remain the same. But now OR and possible CA can build fast travel points because they are now under the zoi of WA as a build option for the OR and CA mayors. Two different servers, same node types, different build options.
Hope this helps.
As the nodes level and ruins are found that are tied to that specific node type. Maybe, I don't know but just a thought.
ᚺᛖᚨᚱᚦ ᛟᚠᚦᛖ ᛊᚺᚨᛞᛟᚹ ᛁᛗᛁᚱ
It's more about seeing what multiple servers do with the resources given. Also you don't necessarily have to live at the node you spend a lot of your time at. You could choose to live in a crappy node nobody wants with no future.
For this system only I think the ability to change node types would be bad. Especially if there is world balance involved. There may be reasons nodes of certain types are certain distances apart. There may be balance involved around what spawns at certain nodes when it turns into higher level nodes.
I like the preset idea the game is currently using because it's not necessarily going to mean all of the servers pick the same choices. They will still be so many choices that changing node types will probably not be necessary or wanted.
U.S. East
As far as I know: The person at Intrepid Studios who's responsible for making the map.
We're responsible for deciding whether or not we level xp there or somewhere else.
I think @BobzUrUncle is asking the OP who would choose the Node's type if we were allowed to freely make a node whatever we wanted.
I assume the OP expects that choice to be made by the mayor
Ahhhh, I totally misread that, then!
No i wanted players who developed the node at the start to be able to go through some sort of work or questline in order to make their node of the four node types
ᚺᛖᚨᚱᚦ ᛟᚠᚦᛖ ᛊᚺᚨᛞᛟᚹ ᛁᛗᛁᚱ
Yup, I was referring to the OP. It seems that I didn't specify.
So, the node is still set only once. Why would Intrepid go to all the work to design all 4 node types into each one only to immediately have 3 blocked off. That would be a total waste of time. Just have them all set at the start.
And if you don't start in the first few days, you do not get the choice of picking a node ever. It would be predetermined by the first people there who made the decision for you.