Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Node Separation - will there be enough world content between nodes?
Based off of what Steven was saying, Node to Node travel on foot is 5 minutes? But then he also said mounted travel, I believe from 1 end of a node area to the other end of the node area was also 5 minutes...
Of the 85 nodes, how many can be occupied at once and what happens to NPC content, if all nodes are filled by players? Does PVE content suffer?
Of the 85 nodes, how many can be occupied at once and what happens to NPC content, if all nodes are filled by players? Does PVE content suffer?
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About half of the nodes are likely to be under level 3 at any given point in time.
If a node hasn't lvled up much, its content will be low lvl and limited. The more people do stuff in a node, the higher is its potential to grow and have more content. Well, as far as I understand the system they've laid out so far.
In other words, the content will be plenty if there's a lot of players around.
More PvE opens up as more dungeons open up.
Games are very large once you start having dungeons.
Overworld PvE is good, but from what I have been taught of Lineage (sadly I never played Lineage OR ArcheAge) a lot of the principles of this game 'rely' on conflicts that you would want to put in dungeons, even if just to increase the 'risk' of dying and to keep it away from players who are not currently interested in it.
"For what...?"
"Just about everything, really."
And if I understood Node's system correctly, the dungeons will grow with Node's lvls and those lvls will grow with player activity. So imo this would be the perfect player funnel. Players will go to more active nodes (especially at higher lvls) and then go to their dungeons which will put them against each other in the fight for the limited content in those dungeons. To me that sounds perfect, mainly because that's literally L2's content system (well, w/o building up towns).
This implies to me that players taking up too much space is an issue.
In another video I watched, it referenced how wide open the spaces were between cities, in ArchAge, and they were filled with emptiness. That means they should have added more PVE content in those areas.
I personally would not rely on filling up that emptiness with players and I'm glad they condensed the content. Did that add more content? Sounds like it was just moved from the removed nodes to existing nodes.
I will reiterate how important it is for NPC armies and factions with a dominating presence to be present and in your face, with the capability to conquer territory as we do with nodes.