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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Should allow tents but there shouldn't be any pvp penalty for ransacking someone else's tent. Also, wild beasts should also be allowed to ransack tents if there was food for them in it and add a decay timer.
Unfortunately I believe you'll only be able to put down a Stall inside Nodes, because iirc you'll be invulnerable in your stall, so if they allow stalls anywhere, it'd be abused like crazy. But it'd be interesting indeed if you could set them up in front of a dungeon entrance, without becoming invulnerable.
Not a thing, AFAIK.
we haven't seen the technology working, buy apparently the ZOI is dynamically calculated to avoid Nodes having a smaller ZOI than they should have.
@mobtek
as @BaSkA13 said, Node Stalls are exclusively available within the node near the marketplace (non economic nodes) or the economic node's market/exchange/galleria/emporium
There is however player shops that you can open up though the purchase of a "placement certificate". Those essentially work like in Lineage 2 where you player becomes the player shop itself.
Showcase: https://youtu.be/FCztOU5NeFs?t=105
So if the travelling merchant is the citizen of an economic metropolis, then he is able to create a stall player shop near the entrance of the dungeon.
According to a live stream in 2022 he will not be safe from being attacked when he does that outside of the city perimeter though.
I don't recall that, could you link it for me, please? Thanks.
its the world manager algorithm they have talked about a long time ago:
https://ashesofcreation.wiki/World_manager
What's the point of a tent with storage that anything can loot?
And why would the devs want real estate littered with individual player tents - which would likely also impede plots available for Freeholds?
It's a balance. Node Growth, or I should more say the development, is about more than XP and Quests. There are Resources required to build up things inside the Town, for instance.
Some of that might not be in your area. For instance, if you are in a desert, there might be things you need to build up stuff that are in short supply where you are. You need people loyal to your node to venture out and get them, or likewise to have people from those areas willing to come to you. And if they are coming to you, it would logically follow you have people going out to them taking them things you have in excess that they need.
There will be those that 'stay home' and those that venture out. Both are needed, really.
so how will freeholds(their big) work -> like AA with a designated area or just random?
We still wait for Nodes 3 I believe.