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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.
Node Evolution Events and their Profession/Local Resources Effects
aldemious
Member, Alpha Two
During the story arc livestream, it shows how areas change when new chapters happen in nodes. When a node evolves, it gives a great chance to add progression and to push players to contribute to nodes, which as an MMO player I rarely have ever done myself.
For example, the cathedral event could unlock access to craft a boon altar to specific magics in that node, or even allow empower/enchantments/crafting to certain weapons depending on the effects. A monster den with an adamantium lizard dungeon/world boss could spawn at a level-up of a node, unlocking special adamantium (higher level metal) mine in that region. Meanwhile, at another higher level node a king gryphon could appear as a dungeon/world boss unlocking gryphon feathers (higher level leatherworking) area in that region.
By creating resource driven after-effects to events that last afterwards, not only will it make the events have a lasting impact on the node by shaping the regional economy (adamantium and regional specialty profession crafts), but even shape the very region in which they spawn in as they will literally be landmarks telling the stories of the areas.
Also, creating the localized crafting effects would be an additive effect, as it allows for more of an incentive to travel. If there's going to be a mercantile aspect to the game based off of player-based crafting, there has to be a reason to go to other areas other than just for gathering and trading. By adding evolution to both the resource AND the crafting systems with these events, it allows for constant evolution and new gameplay to look forwards to. More diversity in MMOs also allows for incentives for players groups who have been destroyed or don't have big groups to go out and search for homes that are more likely to fit their playstyles (maybe even more int bonuses on specific nodes events/special crafts that fit their playstyle).
It would also be smart to have guilds in the area receive combat bonuses if they invest enough in the node so that another guild can't just push another guild out because they have bigger numbers (especially due to streamer groups) when one guild has invested so much; this could allow for a more cohesive group effort and give players an incentive to invest in their node and make it their home, as they get more benefits at being the place they invested the most in. (Perhaps tying these bonuses to a "home node" might be a smart idea). But that's a whole other issue.
Just some ideas for an MMO fan, keep up the great work AOC team!.
-Aldie
For example, the cathedral event could unlock access to craft a boon altar to specific magics in that node, or even allow empower/enchantments/crafting to certain weapons depending on the effects. A monster den with an adamantium lizard dungeon/world boss could spawn at a level-up of a node, unlocking special adamantium (higher level metal) mine in that region. Meanwhile, at another higher level node a king gryphon could appear as a dungeon/world boss unlocking gryphon feathers (higher level leatherworking) area in that region.
By creating resource driven after-effects to events that last afterwards, not only will it make the events have a lasting impact on the node by shaping the regional economy (adamantium and regional specialty profession crafts), but even shape the very region in which they spawn in as they will literally be landmarks telling the stories of the areas.
Also, creating the localized crafting effects would be an additive effect, as it allows for more of an incentive to travel. If there's going to be a mercantile aspect to the game based off of player-based crafting, there has to be a reason to go to other areas other than just for gathering and trading. By adding evolution to both the resource AND the crafting systems with these events, it allows for constant evolution and new gameplay to look forwards to. More diversity in MMOs also allows for incentives for players groups who have been destroyed or don't have big groups to go out and search for homes that are more likely to fit their playstyles (maybe even more int bonuses on specific nodes events/special crafts that fit their playstyle).
It would also be smart to have guilds in the area receive combat bonuses if they invest enough in the node so that another guild can't just push another guild out because they have bigger numbers (especially due to streamer groups) when one guild has invested so much; this could allow for a more cohesive group effort and give players an incentive to invest in their node and make it their home, as they get more benefits at being the place they invested the most in. (Perhaps tying these bonuses to a "home node" might be a smart idea). But that's a whole other issue.
Just some ideas for an MMO fan, keep up the great work AOC team!.
-Aldie
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