Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Your expectations for the node stream?
arsnn
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
So, with the upcoming stream likely being one of the most significant in the game's development overall, I am curious what are your expectations?
What are we gonna see?
What remains hidden?
Any hot takes?
What are we gonna see?
What remains hidden?
Any hot takes?
0
Comments
That should be a node type
Ngl, im actual horny for nodes
That’s nine (9) level 6 nodes … one for each race.
You may say I'm dreamer
But I'm not the only one
Talk about the procedural generation and more about the steps to both make / allow us to make each of our cities unique.
Also, talk on how Node advancement will change the land around the city / cityscape.
Are some upgrades only unlocked at different stages? What are some of the exclusive ones (before the metropolis stage).
1. The management aspects of the node
2. how reactive/dynamic the nodes are in response to different interconnected systems.
3. The tactical aspects regarding sieges/caravans such as the design of road systems, walls, terrain layouts, defenses, etc.
Also a leak for the next livestream
Im mainly looking depth in systems and how well they are designed.
Tbh i couldnt care less if they show us 9 different architecture styles on 6 different node levels.
In regards to nodes:
-Im looking for the malleability of the node.
How much can we construct and add towards making a node unique?
-Deepth of interaction of the buildings and the node´s components
Is the city just an empty shell of houses like in every other mmo?
Can we interact with the armorsmith, is there a well designed bulletin board, is the caravan system well designed, can we hire npc guards, can players build stalls etc.?
-Depths in changes once a node levels up and how different are the node types
-How vibrant are the cities? Do they feel empty and dead?
In conclusion--> Are nodes as shallow as a survival game bases, or could you spend the entirety of your game time in a node due to how much it offers.
In regards to zoi:
-How deep are the interactions and hooks build by intrepid to have a dynamic world?
With that being said what I hope to see/hear about:
- How many Nodes of each type exist? (given that Verra will host 85 nodes, there must be some imbalance)
- What will cause the Node types layout to differ? (race, terrain, maybe a randomizer for the arrangement of areas within the city walls?) It would be a shame if scientific nodes in a flat terrain would always have the same layout of streets and buildings
- What does the current list of incentives look like for successfully laying siege to a Node? (What percentage of the stored resources will be lootable, what
- What are the benefits/rewards can a Node give to the hired swords (players with no citizenship) for defending them? (Will this be packaged into a quest or in what way will these rewards be given out?)
- To what degree is PvP possible within the walls of a Node? (Will there be policies to break up all fights or just to attack enemies of the Nodes & corrupted?)
- To what depth will policies be able to influence the character of a node (e.g. can the guards of a military node be upgraded by sponsoring them higher level gear? Will it be possible to increase the number of guards? Can citizens/mayors decide to improve the quality of the walls or install additional measures of defence like a moat? Can we hire patrols to travel along main roads? etc)
- What is necessary to maintain a Node? (How often will maintenance materials be deducted from the Nodes storage? Will the list of materials change drastically from one Tier to another? How fast and drastic will decay befall a Node after the maintenance requirements aren't met?)
- What are the consequences of event type sieges? (can a node be fully destroyed? will there be disabled services as penalties for failing smaller events with event quests within the city?)
- Are there circumstances under which a Node can be fully independent? (e.g. Lying at the edge of the map too far away for a Tier 6 Nodes ZOI to reach it and therefore unable to enslave any other Nodes but also untouched by ZOI of other Nodes)
Well, wasn't exactly that but focussing on governance, building types and processes as well as the Node resource management actually made sense. It obviously means we need another livestream about Nodes but this was a very solid foundation to better understand the features that will be shown in the future.
Though I might add that this would require the next stream to be in the next 4-5 month or people will have forgotten about its content again.