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Look for the node-helpers – a parallel levelling system.

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Comments

  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    Dressing it up nicely in lore is a good idea, yes. :smile:
  • daveywaveydaveywavey Member, Alpha Two
    edited March 2023
    NiKr wrote: »
    Nerror wrote: »
    My hope is that materials in storage, like wood and stone, can be used for that defense directly from storage.
    Yep, I hope we can use stuff directly from storage in crafting and stuff.

    "Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[22]"
    https://ashesofcreation.wiki/Crafting#Crafting_mechanics

    That's the plan at the moment, yeah. Having to trek back and forth is such a ballache.
    This link may help you: https://ashesofcreation.wiki/


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  • daveywavey wrote: »
    NiKr wrote: »
    Nerror wrote: »
    My hope is that materials in storage, like wood and stone, can be used for that defense directly from storage.
    Yep, I hope we can use stuff directly from storage in crafting and stuff.

    "Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[22]"
    https://ashesofcreation.wiki/Crafting#Crafting_mechanics

    That's the plan at the moment, yeah. Having to trek back and forth is such a ballache.

    Yes, but, we don't know if there are limits to that placed during the siege declaration period. That is still a possibility.
  • DepravedDepraved Member, Alpha Two
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.

    In what way?
  • DepravedDepraved Member, Alpha Two
    edited March 2023
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.

    In what way?

    because if its too easy to rebuild, then losing becomes unimportant, since you can get your stuff back easily. if rebuilding Is hard, then you don't want to lose your stuff, so hoarding or settling somewhere comes with a risk
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 2023
    Depraved wrote: »
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.

    In what way?

    because if its too easy to rebuild, then losing becomes unimportant, since you can get your stuff back easily. if rebuilding Is hard, then you don't want to lose your stuff, so hoarding or settling somewhere comes with a risk

    There is a balance that needs to be struck, yes, but if people losing what they've built up for months makes them quit the game because they have nothing to show for their work, that's good for no one.
  • DepravedDepraved Member, Alpha Two
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.

    In what way?

    because if its too easy to rebuild, then losing becomes unimportant, since you can get your stuff back easily. if rebuilding Is hard, then you don't want to lose your stuff, so hoarding or settling somewhere comes with a risk

    There is a balance that needs to be struck, yes, but if people losing what they've built up for months makes them quit the game because they have nothing to show for their work, that's good for no one.

    well, you wont lose what you have on you, only what you are hoarding. so don't hoard, sell :D

    we don't even know if you would be able to hoard a lot yet anyways, maybe not for a long time. it's possible that you need to be using your mats constantly to craft your gear. ou will probably just hoard a little while you get all the mats you need to craft your gear.

    still, if its TOO easy to rebuild, loss becomes unimportant, then whats the point?
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 2023
    Depraved wrote: »
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Depraved wrote: »
    Nerror wrote: »
    Leonerdo5 wrote: »
    I don't think players should be tied to one node even after it's been destroyed. Players should feel free to move around and explore the world, change allegiances, and experience all the content in the game. Giving them extra reasons for staying in one node seems like it might cause people to burn themselves out in one small area of the game.

    After the node is destroyed there is nothing tying people to the place obviously. They can find a new node to be a citizen of as they want, and even before the node is destroyed, people are free to go where they want.

    Is my OP unclear about this or something? I really don't understand why people think I suggested anything about people being tied to the destroyed node.

    As for being incentivized to level up the node you are a citizen of, I mean, fair enough if you don't want that. Everybody has a different play-style. I think it's a good idea though, and healthier for the game.

    you would be removing risk then.

    In what way?

    because if its too easy to rebuild, then losing becomes unimportant, since you can get your stuff back easily. if rebuilding Is hard, then you don't want to lose your stuff, so hoarding or settling somewhere comes with a risk

    There is a balance that needs to be struck, yes, but if people losing what they've built up for months makes them quit the game because they have nothing to show for their work, that's good for no one.

    well, you wont lose what you have on you, only what you are hoarding. so don't hoard, sell :D

    A large part of the loss I am talking about is the loss of the node, and all the time and resources players might have put into it. All those weeks and months of work deleted in 2 hours. It's not just the loss of personal belongings I am talking about. It's about giving players something for all that work they might have put into the node, so it doesn't count for nothing, but so they have a little something to show for it in the end.
  • Arya_YesheArya_Yeshe Member
    edited March 2023
    Losing the node is a relief, it means you don't have to take care about anything node related
    Why hurry up and rebuild a node? That's stressful

    Plato Quote: “Only the dead have seen the end of war.”

    I would gladly go live with my enemies and befriend them if they are better in PvP
    The unspoken PvP rules:
    • never be salty about losing
    • congratulate your fellow gankers who ganked your entire node and all your houses
    • befriend and join the people who can destroy you
    • let others do the heavy lifting
    • being alive as a F1 monkey is better than a dead farmer

    Forget about this style of gameplay about having the duty of upgrading the node, having the duty of raising the node, etc all that.... if the PvPers around you are inferior then they don't deserve your company
    PvE means: A handful of coins and a bag of boredom.
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