Glorious Alpha Two Testers!
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.
Node Decay and Player Housing
Galvyr
Member, Alpha One, Alpha Two, Early Alpha Two
I propose a hypothetical: Let’s say you own a tangible in-Node house in a Stage 4 Node and for whatever reason, maybe because of a bad mayor, your node decays from Stage 4 Town to Stage 3 Village. What happens to the furniture and other possessions you placed in that house? Because it would obviously shrink back to the size it was in Stage 3. Would it be put in a chest? Wouldn’t you have to refurnish your house? What do you think?
0
Comments
https://ashesofcreation.wiki/Node_buildings#Node_building_destruction
And your node doesn't decay to a stage 3. It goes poof back to zero. There is no deleveling of nodes in Ashes planned. They looked at it, and one of the reasons you just asked about it was deemed unworkable. Too many things to unwind. If people leave a node and don't "feed" it for long enough, services will begin to shut down, and it will eventually poof.
Node atrophy
info-orange.png Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Nodes can delevel based on node atrophy.[42]
This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[51]
There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[51] – Steven Sharif
Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[42]
Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[66]
These quests can be used to bring in material components to help combat node atrophy.[66]
Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[42]
A node cannot delevel more than a single level at a time.[42]
When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[42]
It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[51]
Deleveled nodes return to their previous stage.[42]
Deleveled nodes may lose their vassal nodes.[42]