BaSkA13 wrote: » JustVine wrote: » I'd love to see the quote about racial architecture mixing @BaSkA13. Everything I've seen up to this point indicates otherwise, so it'd be good to have it. Unfortunately I have no idea where this quote can be found, if it was even said. All I can say is that from the best of my memory and "knowledge" about the game after following it for a few years, watching streams, reading discussions, fan videos, etc is that not only the predominant race will affect the architecture, i.e. you might have elvish street light poles in a orcish city. I could be wrong though which I apologize for, honest mistake! If I'm indeed wrong, it would be a cool addition to the game, in my opinion. I don't have the time to look for this quote, but if I had, I would probably watch Steven's Q&As with the big streamers and the early videos about node development. Cheers and sorry again.
JustVine wrote: » I'd love to see the quote about racial architecture mixing @BaSkA13. Everything I've seen up to this point indicates otherwise, so it'd be good to have it.
DrPlague wrote: » So if I make multiple toons I should make them all the same race so anything I do the contribution is that type? That sucks if I like the building design of race X but don't want to play the race.
PenguinPaladin wrote: » Patrull wrote: » Maybe in the mountains Dünir have a special contributing bonus so things can seem more esthetic. I wouldnt want this. Fairness is unfair. Id rather all races have equal influence everywhere, so the world truly relects where the players or certain races like to be. As well as the initial spawn zones being the racial gates, itll be interesting to see the game go from dwarvern cities around the dwarf gate, to more mixed or more random over time
Patrull wrote: » Maybe in the mountains Dünir have a special contributing bonus so things can seem more esthetic.
Dygz wrote: » BaSkA13 wrote: » JustVine wrote: » I'd love to see the quote about racial architecture mixing @BaSkA13. Everything I've seen up to this point indicates otherwise, so it'd be good to have it. Unfortunately I have no idea where this quote can be found, if it was even said. All I can say is that from the best of my memory and "knowledge" about the game after following it for a few years, watching streams, reading discussions, fan videos, etc is that not only the predominant race will affect the architecture, i.e. you might have elvish street light poles in a orcish city. I could be wrong though which I apologize for, honest mistake! If I'm indeed wrong, it would be a cool addition to the game, in my opinion. I don't have the time to look for this quote, but if I had, I would probably watch Steven's Q&As with the big streamers and the early videos about node development. Cheers and sorry again. No. As far as I know, we will not have Elvish street poles in an Orcish City. We won't even have Vek street poles in a Ren'Kai City. The architecture will all change to reflect the dominant culture/race.
Dygz wrote: » No. As far as I know, we will not have Elvish street poles in an Orcish City. We won't even have Vek street poles in a Ren'Kai City. The architecture will all change to reflect the dominant culture/race.
1- Get total contribution points grouped by race 2- Find the highest value and the corresponding race 3- All buildings/NPCs/etc .setRace(raceId obtained in step 2)
1- Get total contribution points grouped by race 2- Sort the top three highest values and the corresponding races 3- 3rd highest ranking race influences the light poles design 4- 2nd highest ranking race influences the roads design 5- Highest ranking race influences everything else
BaSkA13 wrote: » Dygz wrote: » No. As far as I know, we will not have Elvish street poles in an Orcish City. We won't even have Vek street poles in a Ren'Kai City. The architecture will all change to reflect the dominant culture/race. If that is true, I would say that this is a missed opportunity and I would love to give a suggestion to Intrepid that is (hopefully) not difficult to add, since most of the work of the current design will (hopefully) be re-used: Imagine Node X is about to level up and has the following contribution points distribution:11% Kaelar 11% Vaelune 11% Dünir 11% Niküa 11% Ren'Kai 11% Vek 11% Empyrean 11% Py'Rai 12% Tulnar I hope that we can all agree that this Node is influenced by many different races, so it would be a shame if this became a city with only Tulnar architecture and culture (or any other race, it's just an example). I imagine that the current pseudo logic behind the current design looks something like this, very simplified: 1- Get total contribution points grouped by race 2- Find the highest value and the corresponding race 3- All buildings/NPCs/etc .setRace(raceId obtained in step 2) Starting from the premise that Nodes are completely modular, i.e. it is be possible to mix and match different races' architecture into the same Node: What if, instead of only one race determining how the entire Node looks like, the design also takes into account other races that contributed to it and add bits of that race's architecture as well? That would probably help with the topic raised by the OP, because even if all Nodes are dominated by one race, it's likely that they would look at least a little different from each other. Now the difficult part is to decide which parts of a Node would be influenced by each of the contributing races. First we need to know which elements can be influenced by race: NPCs, road design, building design, light poles, stalls design, gates design, walls design, furniture design, campfires, etc. With that list of elements set, all that is left to do is to define how it will be done, in other words, the logic behind it. Something very simple would suffice and would be an improvement to the current design, in my view. A low effort pseudo logic would look something like this, again simplified:1- Get total contribution points grouped by race 2- Sort the top three highest values and the corresponding races 3- 3rd highest ranking race influences the light poles design 4- 2nd highest ranking race influences the road design 5- Highest ranking influences all the rest This logic can obviously be improved. You could add minimal contribution thresholds, add more races, add more elements to each of the highest ranking races, etc. Lastly, I expect that changing the current design is something trivial to do. If that's not the case, for some reason I am not aware of, and this design change would take two weeks of development, testing and QA, then it might not be worth doing, even though it would be an interesting addition.
1- Get total contribution points grouped by race 2- Sort the top three highest values and the corresponding races 3- 3rd highest ranking race influences the light poles design 4- 2nd highest ranking race influences the road design 5- Highest ranking influences all the rest
PenguinPaladin wrote: » I would rather a whole city consist of one ascetic. So that it looks good. Making every aspect of a city have a cultural feel. And making those cultures have very different looks and feels. Mashing all the peices at random just because it shows more of the cultures does not sound better to me, it sounds gaudy. Also it fuels a since of community with your race to try and maintain city culture and such. Becoming somewhat a competition. And that is good for over all game play.
Dygz wrote: » It’s possible to design but not desirable. Striving for a Metro with the amenities of the dominant race you prefer promotes Node Sieges.
bloodprophet wrote: » Because of the way they have chosen to build their cities having secondary race aesthetics would be really hard to do. The nodes are not individually hand crafted.https://www.youtube.com/watch?v=AYFKi4j-Zaw
BaSkA13 wrote: » Now regarding this animosity and competition between races, I had no idea people actually cared about races that much. From my understanding, races have their lore and wars but that was going to be it. It's not like in WoW where you'd start hating other races because players kept camping your corpse. In Ashes, you might end up hating your own race more than other ones because of enemy guilds and whatnot. I really don't think I'm going to care about that "race lore" at all :'(
Otr wrote: » BaSkA13 wrote: » Imagine Node X is about to level up and has the following contribution points distribution:11% Kaelar 11% Vaelune 11% Dünir 11% Niküa 11% Ren'Kai 11% Vek 11% Empyrean 11% Py'Rai 12% Tulnar I hope that we can all agree that this Node is influenced by many different races, so it would be a shame if this became a city with only Tulnar architecture and culture (or any other race, it's just an example). There could/should be a hysteresis. Things should not change just because 1% variation but when a bigger threshold is exceeded. But one can test what happens if 9 players from each race arrive at the same time to a node, then 9 more and 9 more... Maybe the first mayor will decide the first architecture ^^
BaSkA13 wrote: » Imagine Node X is about to level up and has the following contribution points distribution:11% Kaelar 11% Vaelune 11% Dünir 11% Niküa 11% Ren'Kai 11% Vek 11% Empyrean 11% Py'Rai 12% Tulnar I hope that we can all agree that this Node is influenced by many different races, so it would be a shame if this became a city with only Tulnar architecture and culture (or any other race, it's just an example).
PenguinPaladin wrote: » Otr wrote: » BaSkA13 wrote: » Imagine Node X is about to level up and has the following contribution points distribution:11% Kaelar 11% Vaelune 11% Dünir 11% Niküa 11% Ren'Kai 11% Vek 11% Empyrean 11% Py'Rai 12% Tulnar I hope that we can all agree that this Node is influenced by many different races, so it would be a shame if this became a city with only Tulnar architecture and culture (or any other race, it's just an example). There could/should be a hysteresis. Things should not change just because 1% variation but when a bigger threshold is exceeded. But one can test what happens if 9 players from each race arrive at the same time to a node, then 9 more and 9 more... Maybe the first mayor will decide the first architecture ^^ Nodes change architecture each time it levels. It doesnt change when different players show up... Node pick which architecture based on how much exp each race has given to the node. So yes. If humans have 1% more exp than the next highest when the node levels, itl a 100% human architecture node.
bloodprophet wrote: » PenguinPaladin wrote: » Otr wrote: » BaSkA13 wrote: » Imagine Node X is about to level up and has the following contribution points distribution:11% Kaelar 11% Vaelune 11% Dünir 11% Niküa 11% Ren'Kai 11% Vek 11% Empyrean 11% Py'Rai 12% Tulnar I hope that we can all agree that this Node is influenced by many different races, so it would be a shame if this became a city with only Tulnar architecture and culture (or any other race, it's just an example). There could/should be a hysteresis. Things should not change just because 1% variation but when a bigger threshold is exceeded. But one can test what happens if 9 players from each race arrive at the same time to a node, then 9 more and 9 more... Maybe the first mayor will decide the first architecture ^^ Nodes change architecture each time it levels. It doesnt change when different players show up... Node pick which architecture based on how much exp each race has given to the node. So yes. If humans have 1% more exp than the next highest when the node levels, itl a 100% human architecture node. As it should be... except replace human with Tulnar.