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Starting zone metropolis

Lord MathisLord Mathis Member, Alpha One, Alpha Two, Early Alpha Two
I was wondering if anyone had heard of any mechanic that prevents all the starting zones from forming into the Metropolis's. My thought is that the majority of casual players will just quest where they spawn so I'm confused as to why any other zone except the starting nodes would evolve to the final stage.

I understand there are mechanics deep into launch that would make players want to grow other nodes to unlock new raids and dungeons but wont most launch servers have the same exact building locations just based off proximity to spawn?

Comments

  • I thought I'd heard that the starting areas are capped, but I can't find that source.

    https://ashesofcreation.wiki/Starting_areas
    In the note 5 at the bottom of this wiki Steven is quoted as saying that "... the starting areas will include .... expeditionary NPC settlements .... not tied to the node structures." The areas I omitted do not change the context of the sentence.

    So the starting areas are not part of a node. Tasks performed in the vicinity of the starter areas _may_ contribute to the development of one or more other nodes nearby, but I'm not knowledgeable enough to answer that.

    This one is also worth reading, your answer might be in one of the videos.
    https://www.ashes101.com/worldofverra#divinegates
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 2021
    The starting zones need to remain starting zones, so, no, they can't become a Metro.

    Won't really be the same locations because even if we know where the closest Nodes are, different groups of players will want different Node types to gain primacy. At that point, it kind of becomes a race to see which in the vicinity become the primary Node and which become the vassals.
    Also, there will be people who travel far from the starting area to claim a Node so that they have a better chance at progressing the Node-type they prefer.
  • Lord MathisLord Mathis Member, Alpha One, Alpha Two, Early Alpha Two
    Ah gotcha! Thanks for the responses. That seems like it would make the most sense. So they have some npc buildings in starting nodes not necessarily tied to the progression of the node system.

    I think it will be very interesting to see the trends of where people develop their nodes then!
  • neuroguyneuroguy Member, Alpha Two
    The amount of time it takes to get to a metro stage is supposed to be very long (I recall them saying somewhere along the lines of >2 months for the first metro from launch). People can and will explore, the game just needs to somehow communicate that zones don't have levels and it'll be fine.

    Also, no matter what level the nearby node is, you will have content for all levels. The example often given is that you will have low lvl mobs by the road, higher level mobs in the forest and higher level mobs still up the mountain. So in metros low and high lvl players alike will have things to do and can coexist.
  • BardticBardtic Member, Alpha One, Alpha Two, Early Alpha Two
    The other thing to think about as well is that there will be different geographic features that may be desirable and lead groups away from the starting areas.

    For example: certain materials for crafting may only be found in certain Biomes and so you may want to choose areas close to several Biomes.

    Nodes in the middle of the map may be sought out as well because they will provide less travel time to other areas.

    Certain Nodes may also be easier to defend based on bottlenecks and nearby features.

    Just some things that I believe will pull people away from the starting zone.
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  • KhronusKhronus Member, Alpha One, Alpha Two, Early Alpha Two
    edited May 2021
    I was wondering if anyone had heard of any mechanic that prevents all the starting zones from forming into the Metropolis's. My thought is that the majority of casual players will just quest where they spawn so I'm confused as to why any other zone except the starting nodes would evolve to the final stage.

    I understand there are mechanics deep into launch that would make players want to grow other nodes to unlock new raids and dungeons but wont most launch servers have the same exact building locations just based off proximity to spawn?

    As @Dygz stated, the starting zones will have to stay starting zones. I believe (based on the current map we can google) there should be two locations to run off to for each of the 4 portals. Those (8) starter areas (OFC subject to change and assuming I am right when reading this map), will absolutely be the first ones built up unless guilds run off to their own areas and somehow level up faster than the masses.

    I don't see this as an issue if those areas become a metropolis close to launch. What this does is open up the opportunity for quick sieges to burn the city down. Guilds will not allow noob areas to remain the best places in Verra. This might even be by design to encourage a quick siege resulting in unique servers around the world.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 2021
    map2.jpg

    I think even the Nodes near the starting areas are likely to be different on different servers because, by Beta, we should know which Node types are in close vicinity to the starting areas and absolute closest is not necessarily the most desirable Node type. So, it's most likely going to be closest with the most desirable Node type, rather than absolute closest.
    Plus, there will probably be sieges once Nodes hit the village Stage. Which Nodes hit village first will be interesting.
    I will also be interested to see how often villages get sieged just to try to change the racial population - fore example Vek v Renkai near the Kaivek Portal.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    edited May 2021
    I was under the impression the nodes will be randomly generated at launch. I was under the opinion the servers will have individualised node placements, I don't believe Beta will indicate anything except the base principles.

    Edit: Oh, you edited the post, perhaps I should quote more and run synergies less.
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  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Node types will be static across all servers.
    Node 1 will be the same type for all.
    Figuring out which is where will take a minute. Then finding out what dungeons and world bosses are hidden where will take longer.
    This will be glorious 😊
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • TyranthraxusTyranthraxus Member, Alpha Two
    Node types will be static across all servers.

    Have to say that yours truly was quite disappointed to find this out; I was really hoping for variances of different Node-types between different servers - but the Wiki does confirm the uniformity:

    https://ashesofcreation.wiki/Node_types


    HOWEVER! It is worth pointing out that we'll at least know where to find some Military Nodes, at launch:

    "Castle nodes are always military node types."

    https://ashesofcreation.wiki/Guild_castles



  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Yeah, but those are outside of the proper Node system and only reach Stage 3.

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