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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.
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.
Players/Guild relocations to chase content & the effect on content design
Asgerr
Member, Alpha Two
Seeing as we know that certain content is locked behind the progress of Nodes in an area, it is safe to assume that a section of the players in any given server will rotate through the Nodes to chase said content.
My ideas and further questions:
1- I would expect that a set of players and guilds could move within the area of influence of maybe 3 to 5 adjacent Nodes fairly frequently within a month. However I would hope that having to move across one or two continents to reach a specific raid, would happen maybe once a semester at best.
As this would affect Server First races to some extent, should the opening of a newly unlocked raid be advertised globally and given a timer before people can actually enter it? Or would this cheapen the size of the world and its impact on communication?
2 - I would like to see Guilds having to move tons of resources from a Node in the southernmost point of Continent A to the northernmost edge of continent B. This opens up interesting world PvP and Caravan PvP possibilities, as well as making the event akin to a cool crusade or quest where hundreds of players travel together across the world.
Should caravans have a cooldown period before you can start a new one? Or should caravans have a maximum range?
This could lengthen the time it takes to travel across the world for these kinds of reasons, making planning and logistics important to a Guild. Otherwise a player could ride across the world or send a caravan from one node to the other in one day.
3 - I expect a Node, that perhaps was a bit more remote, would receive a massive boost to its economy if hundreds of players flock to it for a newly accessible piece of content. This could lead to a healthy degree of inflation, where prices increase as demand is higher but supply remains the same. Prices increase and merchants are happy.
However what of the local smaller players? Can they now afford to pay and live there? Will they be pushed out of the Node because of prices? What happens once all of those Guilds and players leave? What of the sudden boom in competition for resource gathering with these hundreds of high level players swarming the area?
- How often do you expect/think is good for players and Guild to do so?
- How "total" should a relocation be for it to be effective for a Guild? Is it just a matter of players travelling there and doing content? Will they have to move their Guild hall and materials from nodes to nodes to effectively supply their forays?
- How subversive is a new raid being found going to be to a remote node where no large guilds exist? How do you limit, if at all, the impact on the local economy?
My ideas and further questions:
1- I would expect that a set of players and guilds could move within the area of influence of maybe 3 to 5 adjacent Nodes fairly frequently within a month. However I would hope that having to move across one or two continents to reach a specific raid, would happen maybe once a semester at best.
As this would affect Server First races to some extent, should the opening of a newly unlocked raid be advertised globally and given a timer before people can actually enter it? Or would this cheapen the size of the world and its impact on communication?
2 - I would like to see Guilds having to move tons of resources from a Node in the southernmost point of Continent A to the northernmost edge of continent B. This opens up interesting world PvP and Caravan PvP possibilities, as well as making the event akin to a cool crusade or quest where hundreds of players travel together across the world.
Should caravans have a cooldown period before you can start a new one? Or should caravans have a maximum range?
This could lengthen the time it takes to travel across the world for these kinds of reasons, making planning and logistics important to a Guild. Otherwise a player could ride across the world or send a caravan from one node to the other in one day.
3 - I expect a Node, that perhaps was a bit more remote, would receive a massive boost to its economy if hundreds of players flock to it for a newly accessible piece of content. This could lead to a healthy degree of inflation, where prices increase as demand is higher but supply remains the same. Prices increase and merchants are happy.
However what of the local smaller players? Can they now afford to pay and live there? Will they be pushed out of the Node because of prices? What happens once all of those Guilds and players leave? What of the sudden boom in competition for resource gathering with these hundreds of high level players swarming the area?
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Thread closed lol