Sathrago wrote: » So the first things that immediately stick out to me is this: Why wouldn't the people who won the siege just finish looting it while already there? Is there a delay before you can interact with these ruins? Is there a finite amount of loot according to what was in the city, or does it respawn? Are there any npcs or hazards to make the place difficult to farm for large groups of players outside of pvp?
Sathrago wrote: » ....Why wouldn't the people who won the siege just finish looting it while already there? Is there a delay before you can interact with these ruins?....
Azherae wrote: » Sathrago wrote: » So the first things that immediately stick out to me is this: Why wouldn't the people who won the siege just finish looting it while already there? Is there a delay before you can interact with these ruins? Is there a finite amount of loot according to what was in the city, or does it respawn? Are there any npcs or hazards to make the place difficult to farm for large groups of players outside of pvp? Most of that is stuff we DO know from previous information. I would assume the people who won WOULD try to loot it. In fact, I would think and hope this was the entire mechanic. And therefore that there would be little if any delay. It's a way to have a two stage 'siege'. The first half is 'can you bring down the node', but that's on a timer, right? There's a win/loss condition. Then after that is the question 'are you strong enough to loot it too?', because all the citizens are still around trying to protect their belongings until you scatter them to the winds, or 'take what you can and run'. I think that's awesome. The loot was implied to be finite in the answer Steven gave, based on 'what the Node achieved' and 'what was in the warehouses'. That's easy code, barely any effort, so probably fine. I would hope that there were NOT any NPCs or hazards. I mean, I would have thought that it was a bit weird to 'have your Node Sieged for an hour, lose, and then that just be it'. No chance to 'keep that feeling going'. No 'cool story where some badass Knight literally fights to exhaustion to protect the Reliquary against all comers whereas they couldn't save the entire Node before, they can do at least this'. Epic stuff.
maouw wrote: » Defs new info. I remember entire threads asking for "node ruins" but at the time we were told, "too complex, node resets to stage 0" Node ruins makes way more sense, if Intrepid think it's achievable.
Azherae wrote: » Did we know all this before and I just ENTIRELY miss it so we don't have anything to talk about relative to it?
Dygz wrote: » Azherae wrote: » Did we know all this before and I just ENTIRELY miss it so we don't have anything to talk about relative to it? It's new. Steven says in the vid that it's a change they made a while ago but had not shared publicly before the AMA.
CROW3 wrote: » I’m not sure how new this is. I think we’ve had a sense that a defeated node would be lootable - the new part may be how long it stays lootable.