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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Suggestion: Node Ruins?
Camthetrashman
Member
Just something that I think would be really cool if it isn't already being worked on/talked about is nodes after a siege becoming a ruin for a period of time. It's just the thought of a sprawling metropolis just disappearing from existence after losing a siege would be a bit silly lol. For example let's say a city called Riverton is destroyed in a siege, instead of just disappearing from the map it'd be called The Ruins of Riverton and it'd be the crumbled remains of the buildings and locations of the city. Not only would it add a level of immersion but it's also a good opportunity for new kinds of content too, like the ruins become infested with bandits or wild animals, or gaining missions to search the ruins for hidden treasures, metropolis sized ruins could probably be enough to have their own raids maybe? I don't know much about game development so maybe it's a bit much, I just haven't seen much info about post-siege nodes other than they revert back to Stage 0 and I think it would be both a fun and immersive experience!
6
Comments
Not sure if this has been discussed before, maybe someone else has more info.
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I am unsure if they considered leaving the ruins for a short duration or not, but it is something they have considered.
It is a cool idea, I can't imagine that assets for ruins would be that hard to make out of existing buildings.
I hope it comes down to what is better for gameplay.
If I had more time, I would write a shorter post.
I hope they do for a short time and you can go and unlock bandit quests or something interesting until the node is expeditioned again
have the ruins remain for X amount of time as the ruins get regressed.
As an example
have it slowly regress over the span of 2 weeks from burning rubble and ashes until full transition to stage 0
As others have pointed out, Intrepid looked at this and it caused too many problems with the world manager and how it looks at level zero nodes. Remember, once a siege is successful, the node is blasted back to zero. There is a two hour window during which other structures not in the node settlement can be attacked (ie. freeholds) after which, everything resets. Adding another timed expiry "special state" counter to an already complex system would just increase the number of possible glitches and bugs exponentially.
very true! I do recall them mentioning of it. Like any tech, it needs to be thoroughly tested. It will be funny to see a node go "poof" back to stage 0 template in a blink of an eye, but how will it be handled on the engine and servers synergy? what kind of issues will that cause in performance for those in the area?
I'm assuming nodes construct over time from stage to stage, unless they just instantly transform when conditions are met?( enough resources and a construct button?)
I've seen glimpses in videos of buildings in the node being constructed over time. but that is as far as my information on it goes to be honest
I can just imagine the bitter feuds festering in the ruins of the first raze, craving revenge.
oboi
in a simple perspective:
if you can animate something being constructed, why not destructed?
if you can code it to progress? why not regress?
I understand the potential tech difficulties and stress on the system it could cause with the changing of nodes stage drastically versus over time, but having it slowly burn away could potentially be less stressful as it gives the processing of it time to regress and adjust to the systems tech.
Interesting to see what they decide to do for it though
https://forums.ashesofcreation.com/discussion/47145/would-memorials-be-fitting-or-would-fresh-at-zero-be-best#latest
The best result was the knowledge that the history of a node will be stored in its city hall's archives, or via a town library/education-related building; What has occurred in a specific node will NOT be lost to history - as there will be a record that players will be able to seek out, in-game!