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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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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.
Which nodes will prosper?
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
If a node is only in close proximity to one or two other nodes and/or at an edge of a land mass, then would it have different chances to prosper than a centralized node that can make trade in all directions.
Will its capacity to fullfil objectives be better served if it is near water or near a mountain?
Can a node be self autonomous and not require relationships with other nodes to prosper?
Would a node on an island likely have a different culture to a landlocked node?
Monday muse
Will its capacity to fullfil objectives be better served if it is near water or near a mountain?
Can a node be self autonomous and not require relationships with other nodes to prosper?
Would a node on an island likely have a different culture to a landlocked node?
Monday muse
0
Comments
Naval travel and commercial trade routes could offset in part not having as many vassal nodes. "Safer" and bigger caravans?. Better access to resources through trade? Harder to set sieges to? Less surrounding nodes meaning the ones there are can grow faster because there is less competition?
I suspect that the nodes will be roughly equidistant from each other, so there will be nearly equal opportunity for vassal nodes with the exception of the nodes on the edge of the map, which will have fewer vassal opportunities.
I also suspect that the economics of caravans will make a node that sends out more caravans wealthier, amplified for Economic nodes. So I doubt that self autonomous nodes will prosper as quickly or as much as nodes which have active relationships with others.
Being near water/oceans/mountains will probably make a difference in a couple of ways. One will be the resources that they have access to. Mountains might mean more minerals and raids with mineral related drops such as diamond jewelry, Oceans more fish and (speculating here) raid drops of ocean resources and jewels of pearls, etc. Nodes near rivers might have more and better farms and crops. The other difference, the one which I think will be the most important to node success, will be Population Throughput. WTF do I mean by that....?
Population Throughput will be the natural flow of players into and out of nodes based primarily on geography and (eventually) by population density on the map. Starting area location and geography will naturally channel players into certain nodes when the game opens. These nodes will tend to develop faster. These likely will be nodes more central to the map, so the nodes that are remote (including nodes on the edges and on islands, perhaps in the under-realm) will naturally develop more slowly since they are more remote. People can wander into a central node from 360 degrees. A node on the edge will only have 180 degrees of access, one in the corner will have less than that, far fewer players happening by.
Other factors which will have smaller impact on early node development will be things such as:
- Perceived attractiveness of the location. Players may be drawn to waterfalls and maple trees more than to deserts and prickly pear cactus.
- Types of nodes. Crafters may gravitate towards Economic nodes, PvPers towards Military nodes. The varying proportions of players who seek different types of nodes is something we can only guess at.
- Natural geographic routes. Players will tend to use mountain passes. Players will tend to cross oceans at narrow points. Players will tend to hunt in open areas with good fields of vision rather than congested areas where they can be 'snuck up on'. All these factors will benefit the growth of nodes in these areas.
So I will make a speculative prediction about the impact of Population Throughput on the first six months or so after release. Nodes towards the middle of the map will develop first and these nodes will have a tendency to cluster. As a result, there will be a competition for vassal nodes and conflicts between the fast developing nodes prior to the metropolis stage. We will have some nice conflicts due to proximity.
Also the edges of the map will be less well populated. This will give us areas of 'Wilderness' beyond the pale of the developed cities. Groups/guilds can organize themselves into communities on the frontiers of civilization to avoid the powers that be in the central cities.
I think that all of this will be wonderful.
I think, next, I would hope to find a region that seems to fit my race.
I think what really makes Nodes prosper is how many people want to participate in the progress of the Node - I'm not sure trade with others makes much difference other than general cooperation vs competition.
The danger of being self-autonomous is not having help against a Siege.
I would expect a Node on an island to have a Naval culture.
If I never own a flying mount, I at least want to see the world (and grab screenshots) from way up high, without having to be standing atop a mountain.