Halae wrote: » I can see a gaming organization have a few thousand members, but they'd by necessity have to be fairly split up - From what I recall of the discussion around guild caps, you're looking at a maximum of low triple digits (I think the absolute maximum was said to be 300?) and that's when you've invested absolutely every one of your guild perks into extra members. To add to this, there's 103 node locations in the game , which if you divide the planned 10k players between them means you'll have an average of 97 per node, with it likely being overrepresented in larger nodes (so probably as much as two-hundred people in a single node). By a pure numbers game, a gaming organization of several thousand players could potentially take over a region, but I legitimately don't think they could take over more than a significant region of the world, and even then their internal divisions are going to encourage them to cause problems for each other due to resource needs; can't build up every node, and everyone wants to be in a big, powerful, and safe node. With all this in mind, I do think things that shake up the stability of a power bloc are going to be important to have available for the devs, but this is a pretty unusual scenario that isn't going to be applicable to a vast majority of servers, and if said gaming organizations ensure Peace breaks out all over, they're crippling their own gameplay experience.
ChipsAhoy007 wrote: » I think it's going to be a never ending battle against P2W players trying to cap out nodes and take over the world. I mean unless the gold farmers and bots are getting constantly killed on that particular server.
Dygz wrote: » If we don't squash the predicate Events... it's possible.
Dygz wrote: » I read the entirety of the original post.
DarkTides wrote: » Having read the Relics page recently with a little history lesson on King Atrax, is it possible, with some of the systems that are in game and the characters mentioned, to see King Atrax's territory expand via undead army? Is that possible in an MMO, or are there constraints? Single player RPGs(Shadow of Mordor) or RTS games(Total War: Warhammer series) do this, however, unless I'm unaware of a particular MMO, they always require Players for this to happen. When players aren't around, nothing happens. Can something like this happen in Ashes? Unreal 5 Engine increases the map area without "zones", yes? To elaborate, Undead Lich (King Atrax) resides in a particular area of Verra. If he's been in a slumber, he's awakened, and decides to go on an expansionary conquest of undeath. His army grows in size and physically traverses the landscape, altering its appearance, and progressing their own nodal points, eventually an incursion on our own lands takes place and players are required to defend their own lands or they will be consumed. I would have AI measures in place, such as this, to offset any significant imbalances that allows for one side to own absolutely everything. Essentially, the game fights back.
DarkTides wrote: » I dont think the squashing of events would be designed to deny content. If I was one of the Devs and I wanted an event to have a specific outcome, its basically part of the storyline at that point, so they just make it impossible to stop. If the Ancients are holding the castles, I think thats just a place you go to see if you can defeat the "boss" and take the castle. I doubt they do anything else but stay there. Of event examples given, I have not seen any mention of NPC armies that can start at one side of the continent and physically move across the landscape to the opposite side of the continent. That would be a local event trigger, with NPCs that expand their territory, becoming a regional problem. Would be cheese if they just randomly surprise poof in every local zone, as an army that came out of nowhere, instead of starting far away and slowly becoming a larger problem as time goes on, encroaching on player nested territory. Would be more interesting this way.
Warth wrote: » My only beef with NPC factions is, that they have and will never be a challenge to face. Making them constant opposition to the players will either become a drag or boring through the lack of challenge. I'd much rather have impactful, meaningful events than a constant faction. Like the opening of a corrupted portal that will spread corruption across the entire continent if not dealt with properly. With meaningful, I mean even having the possibility of destroying Nodes if the players fail critically to address the problem. ...........
Dygz wrote: » I'm not exactly sure what you mean by "deny content". In Ashes, Events don't really have a "specific outcome". What the outcome is depends on how the players respond to the predicate events. So different servers will have different storylines................. ............We have enough Daybreak Games devs on the Ashes dev team to expect Ashes Events to be designed in a similar fashion.