Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
THIS we can help you with, as SS has addressed this directly; Others have also been curious, about this topic. It was asked and addressed in an older monthly Q&A - I don't have time to search for it, right now. The information we've had is that no such institutions will exist - BUT:
In the latest monthly update, we specifically learned about the Creative Director's ideal systems for such layers as NPC animal populations and types taking into account elements like figuring prey NPCs killed vs predator NPCs killed and this having an effect on the local ecosystem. Another example specifically cited was how players' over-harvesting of resources such as timber could affect the regrowth rates.
We know that CASTLES will initially be inhabited by NPCs, before the first player group conquers/clears one. We know that un-stopped/un-addressed Corruption spread can affect local NPC spawns/types/power. We know that certain world events will have groups of local NPCs occasionally coming at the city walls. We know that certain NPC locations like POI's and dungeon-entrances will feature powerful gatherings of enemies guarding them.
The NPCs, however, will not develop the Nodes, and their spawns in the wilderness will not resemble anything like a civilization. Essentially, the Nodes' stories are to be ours: the players'.
My apologies on this! Just got excited, next time I'll definitely only put one question and keep it straight to the point.
I have played MMO's since Ultima Online and the one thing most have in common is the rush to max skill /level and then collecting items to have the best whatever. It seems to me it should be a little harder. Someone making the top level within two days seems extreme. Maybe, a throttle on things/experience should be placed as you gain a lot over shorter time periods? After all, in real life you don't become a Master is 24 hours. Not saying it should be like real life, but a better balance. On the other side, if you are really unlucky, maybe a limit of failures gives you the item / advancement / whatever. This helps the less active players stay somewhat competitive with the professional gamer (sic) and not feeling they can't compete.
Thanks for taking the time to ask these questions and read our responses.