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Idea to make Freeholds stay relevant while being more fair with the casual players.

I personally don't like the idea of gating high tier processing behind such an exclusive system as the freeholds because it feels like only the sweatiest guilds with the sweatiest members will ever be able to get them leaving out the majority of the population unable to even dream on advancing on their artisan path.

But of course I know freeholds should be desirable I think even without gating the higher tier processing there are still plenty of reasons to get a freehold:

1.- You can set up public services. If you want to open a tavern you can only do it on a freehold. Since having access to certain buffs in specific areas will make sense.

2.- You get the prestige of having a place of your own on a part of the world. Random people will find your freehold by simply exploring the world and that's cool.

3.- You get to choose your location: If you want your house on a beach, or if you want your house in a snowy mountain with great vistas you can only do it on a freehold since instanced houses in the node will have all the default node environment.

4.- Extra protection when the node is destroyed: When a node is destroyed, everybody knows where the instance houses will be. But the freeholds can be anywhere, so it would be harder for people to actually find and raid your freehold unlike the node houses that will be stomped on 1 minute after the node falls.

I think all these advantages will make Freeholds attractive enough so people will desire them but if that's not enough I have a 5th extra advantage that could seal the deal.

5.- With freeholds your artisan progression depends on yourself, while in instance housing it depends on the node. By example, if you own a freehold, you can get all the processing stations you can afford, if you spend tons of gold to get a tier 5 processing station you are set. In the other hand, with instance nodes you will have to use the "public processing stations" from the node itself. So if the major decides to build Tier 5 public processing stations they would be available for every citizen of the node but if they only have Tier 4 you will be stuck in that tier and you must convince the major to upgrade them if you want to progress, making node poltics a little bit more interesting specially in scientific nodes since other major candidates could promise to prioritize upgrading the processing stations if they get elected.

But of course if you have the money and the freehold you could bypass all of that a simply buying your own private processing station. Also even if you spend a lot of money to get a tier 5 processing station and then the major decides to add tier 5 public stations in the node, it would still be more convenient to always have access to your private processing station instead of relying on the public ones since the public ones can be used by everybody and you will have to wait your turn if there are too many people wanting to use them at the same time, besides having the processing station on your freehold next to your chest is always more convenient that having to go to the node processing area, make your stuff and then run back to your house to store it away.

I think that way we could both make Freeholds more desirable without blocking the artisan progression of people who can't play as much as more dedicated players.

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    So you want science nodes to have t5 crafting and t5 processing? Makes more sense to let any node have t5 crafting.
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  • VeeshanVeeshan Member, Alpha Two
    Pass

    nodes = Crafting
    Freehold = Processing
    Gathering = Wilderness

    Works perfectly.
    Gatherers acquire resource which then get sold to freeholds which then process and caravan to market to sell where crafters can buy and craft and sell there goods.

    If your gonna gather or craft you dont care about freehold anyway cause you can only master one of the 3 things it not like somone gonna gather then refine then craft it all by thmselfs (might be able with low tier things) but you can only master one for high tier stuff
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I'm more for balance and skill.
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  • LudulluLudullu Member, Alpha Two
    I'd like to hear more about the availability of all processing professions in a node and about what constitutes t4-5 crafting cycle. If t4-5 is only meant for the rare and super rare level of items and if we can in fact do literally all <t3 processing in a node w/o a problem - I'd be completely fine with the current system.
  • Neurath wrote: »
    So you want science nodes to have t5 crafting and t5 processing? Makes more sense to let any node have t5 crafting.

    Ideally every node should have (potentially) T5 crafting and T5 processing....I don't see a good reason to gatekeep T5 anything behind a node type....that would only force every citizen of a node to master the same branch of the artisan system.
    Veeshan wrote: »
    Pass

    nodes = Crafting
    Freehold = Processing
    Gathering = Wilderness

    Works perfectly.
    Gatherers acquire resource which then get sold to freeholds which then process and caravan to market to sell where crafters can buy and craft and sell there goods.

    If your gonna gather or craft you dont care about freehold anyway cause you can only master one of the 3 things it not like somone gonna gather then refine then craft it all by thmselfs (might be able with low tier things) but you can only master one for high tier stuff

    The problem is that while nodes and the wilderness are available to everybody the Freehold system is very limited so we will have only 10% of the population doing all the high level processing

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Kionashi wrote: »
    Neurath wrote: »
    So you want science nodes to have t5 crafting and t5 processing? Makes more sense to let any node have t5 crafting.

    Ideally every node should have (potentially) T5 crafting and T5 processing....I don't see a good reason to gatekeep T5 anything behind a node type....that would only force every citizen of a node to master the same branch of the artisan system.
    Veeshan wrote: »
    Pass

    nodes = Crafting
    Freehold = Processing
    Gathering = Wilderness

    Works perfectly.
    Gatherers acquire resource which then get sold to freeholds which then process and caravan to market to sell where crafters can buy and craft and sell there goods.

    If your gonna gather or craft you dont care about freehold anyway cause you can only master one of the 3 things it not like somone gonna gather then refine then craft it all by thmselfs (might be able with low tier things) but you can only master one for high tier stuff

    The problem is that while nodes and the wilderness are available to everybody the Freehold system is very limited so we will have only 10% of the population doing all the high level processing

    Yeah. However, all nodes do have access to t5 processing if freeholds are unlocked and built. In contrast only science node has t5 crafting right now. In an ideal world the freehold system wouldn't exist and the nodes would allow t5 economics for balance and skill.

    By not exist I mean in the current form for freeholds.
    2a3b8ichz0pd.gif
  • DepravedDepraved Member, Alpha Two
    Kionashi wrote: »
    Neurath wrote: »
    So you want science nodes to have t5 crafting and t5 processing? Makes more sense to let any node have t5 crafting.

    Ideally every node should have (potentially) T5 crafting and T5 processing....I don't see a good reason to gatekeep T5 anything behind a node type....that would only force every citizen of a node to master the same branch of the artisan system.
    Veeshan wrote: »
    Pass

    nodes = Crafting
    Freehold = Processing
    Gathering = Wilderness

    Works perfectly.
    Gatherers acquire resource which then get sold to freeholds which then process and caravan to market to sell where crafters can buy and craft and sell there goods.

    If your gonna gather or craft you dont care about freehold anyway cause you can only master one of the 3 things it not like somone gonna gather then refine then craft it all by thmselfs (might be able with low tier things) but you can only master one for high tier stuff

    The problem is that while nodes and the wilderness are available to everybody the Freehold system is very limited so we will have only 10% of the population doing all the high level processing

    i think this is to delay the amount of top 1 gear out in the server. there might be other reasons, but since we dont have the whole picture, we dont know why they did it this way.

    we can probs get the 2nd or 3rd best gear without a fh, then we will need a fh for the very best one
  • CROW3CROW3 Member, Alpha Two
    Kionashi wrote: »
    The problem is that while nodes and the wilderness are available to everybody the Freehold system is very limited so we will have only 10% of the population doing all the high level processing

    One thing to point out based on observation, the exclusivity in the system is a feature not a bug.

    AoC+Dwarf+750v3.png
  • BlackBronyBlackBrony Member, Alpha Two
    Veeshan wrote: »
    Pass

    nodes = Crafting
    Freehold = Processing
    Gathering = Wilderness

    Works perfectly.
    Gatherers acquire resource which then get sold to freeholds which then process and caravan to market to sell where crafters can buy and craft and sell there goods.

    If your gonna gather or craft you dont care about freehold anyway cause you can only master one of the 3 things it not like somone gonna gather then refine then craft it all by thmselfs (might be able with low tier things) but you can only master one for high tier stuff

    I have so many conflicts with this. Who will be the gatherers? How much will the mats sell for? Usually low level mats or unprocessed mats don't sell for much
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Neurath wrote: »
    I don't see a good reason to gatekeep T5 anything behind a node type.



    Strategy.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Strategy? It's called a handicap.
    2a3b8ichz0pd.gif
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    i think we agree. often in games, obstacles are introduced which require strategy to overcome.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Nothing strategic about putting all the eggs into one basket.
    2a3b8ichz0pd.gif
  • CROW3CROW3 Member, Alpha Two
    Neurath wrote: »
    Nothing strategic about putting all the eggs into one basket.

    That literally is a strategy. Another strategy would be to spread eggs to other baskets. Another strategy would be to throw your eggs across the line. Another strategy would be to give all your eggs away...

    A strategy is just a way to go from A to B. Sometimes you want to have all your eggs in one basket.
    AoC+Dwarf+750v3.png
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    There is a risk a warpath zerg will get the top gear and then wipe out the science nodes. I know I would.
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  • VyrilVyril Member, Alpha Two
    edited July 2023
    It's to facilitate a market/economy on goods and materials.

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    All the more caravans to raid :)
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