Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Discussion: How Would You Feel About Crop/Resource Blighting?
Tyranthraxus
Member, Alpha Two
When the day comes that we hear more in-depth details about the Divine Nodes, it'll signal that the game dev crew has moved into the side, ancilliary systems; It'll be a sure-fire sign that the game's content is nearing full 1st-pass completion! As far as Divine-based guilds and Clerics go, yours truly has a few thoughts to fish out there about Crop / Resource Blighting as a means to provide agitation/instigation by a Divine Node to its neighbors:
= As a way to cause agitation, what about accomplishments and content-missions that have Divine-Noders / Clerics travel to Freeholds in neighboring Nodes to "blight" their crops and/or resource harvestors?
= As a counter-measure, could this create a live in-game market or demand for Divine-Noders and Clerics of opposing worship, as a way to lift the blights?
= Would it be fair to provide the Mayor of a Divine Node city with a power at level 4 or 5 to control the weather over themselves or neighboring Nodes for so long, in order to provide a light, mass-blight of crops/resources?
= Would either of these ideas in-fact cause a desire to oppose/resent/fight a neighboring Divine Node?
It all sounds reasonable, to me.
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Comments
While one of these events is spawned it could take up an important resource gathering area or give the above debuffs until defeated. These would have to be costly and rare but I think the payoff would be interesting to say the least.
I definitely like the idea of either chosen action resulting in 'job postings' for specific class types. I think that there should be a lot of that sort of thing to keep things interesting and create demand for various skillsets.
This is my personal feedback, shared to help the game thrive in its niche.
But, it'd mean we'd have to have some kind of similar system for the other artisan types. Seems a bit mean to single out farmers for the hit.
However, regarding crops and such. I do like the idea of crops being an upkeep of sorts for the cities. Perhaps not players per-say but NPCs and guards would require food. And the bigger the city, the more varied foods you need. Some of which you can only get by trading with other nodes. Giving people with a "bandit" style of gameplay a chance to attack those caravans. And players and guilds a chance to protect them. It could be affected by seasons and stuff. Like, sorry, corn doesn't grow in the winter.
Any choice that let's people PvP organically is good to me. I hate PvP for the sake of PvP. But having a reason for it. That's gold.
To keep on topic a little, though. The ability to therefore poison, destroy or otherwise harm a city's crops is a most welcome one.
They could make area of the world be blighted rather than specific things. Depending on what is on that area is what will be affected. Like if an area is blighted and there's no crops but there are monsters, have the monsters become a bit more resistant to damage and maybe give players a speed debuff while they remain in the area or something along those lines. If there's a forge in the area and someone is crafting weapons they may have a chance to ruin the weapon, needing extra resources to fix it or something.
I definately agree with the more-than-just-upkeep approach; There should occasionally be more that challenges Freehold owners!