Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
How will AoC incentivize the development and colonization of distant nodes?
ClintHardwood
Member, Alpha Two
From with I understand, as players train in nodes and level them up, they obtain loftier benefits to all those who call the parent node their home: auction houses, shops, higher-tiered resources, and so on. However, what incentive is there for people to leave one of the first few max-level nodes to form, abandoning the many utilities made available to them and relocate across the map and begin from nothing in a level one node? Will we see metropolises boasting massive populations surrounded by sparsely populated dead zones, or will guilds/alliances become nomads in hopes of leveling a distant node for themselves and farming all the resources produced therein? What do you think?
3
Comments
The AOC wiki from what I understand tells us that nodes develop around starting areas to incentivize people to return to the starting areas to populate them, so I'm hoping that we can get the choice to have new characters start from distant lands
One is that they may simply want fewer people around. Another is that they may want to set up next to a specific resource - if you make a living cutting down trees, you probably want to live near a forest.
Then there is the fact that some people would rather be a big fish in a small pond, as opposed to a small fish in a big pond. Then there is the fact that tax is probably cheaper in a smaller node, even if space in the larger ones is available.
All up, I think there is enough of an incentive for some people to want to stay out of the larger nodes.
If I want to eventuall be a cittizen of a Scientific Metro, why would I be trying to be a citizen of a Military Village?
It might sound silly or superficial, but some people could also elect to live in a less developed region only because they prefer that biome. Maybe they like scenery, maybe it gives them an easy access to some gameplay they enjoy. A metropolis in the desert is a poor home for a ship owner needing access to the sea.
....Just kidding, obviously.
Scenery is often something people overlook; Some folks will want to live in a specific type of biome, or even find a geological feature they will want to see in their normal surroundings. I.e. a cool-looking crater from the Harbingers, a lava flow coming off the volcano, a certain arrangement/pattern made by a nearby copse of trees.
-Available resources
-Lower taxes
-Limited in node housing
-Preferred climate/region/pretty view
-Freehold placement
-Guild takeover
-Play the "underdog"
-Want to build up and wage wars against others
-Uninterrupted gathering and then Caravan to the "big city" for $$
-Could probably come up with 20 more reasons if I kept thinking
Every time a node level to metropolis, there should be a world boss that says "no." Interesting idea