Percimes wrote: » I'm afraid I can only offer you a smartass answer: nodes will fall as often as they fail to defend themselves.
Sengarden wrote: » Before I go any further, yes this is a rather vague question with a lot of variables at play, but I think it's good to discuss this sort of thing, even if definitive number ranges are hard to narrow down on. As a game with more holistic design practices than any MMO I've seen before, it's impossible to adjust one system in Ashes without impacting all others in some shape or form. With this in mind, I think it would make sense if Intrepid had a (currently flexible) idea of how often they'd expect to see nodes sieged or destroyed. If you have no idea how often something like that should occur in order to keep your core game loops going, how are you supposed to design the surrounding systems to encourage those behaviors? I think they must have a vague idea in mind, which means this is in fact something tangible that we can discuss. We see comments being made now and then about various topics relating to the frequency of node cycling, like the freehold system, RMT, mayorship, but we don't really know yet what the average lifespan of a node will be. I'm sure it will likely depend on the current level of the node, as well as its location, but it's not entirely useless to discuss averages. After watching last month's node livestream, it really opened up my mind to how much effort is being put into each and every node. Most people are discussing how lively they want the NPCs to be and how much character they want each node to have so that players develop a strong connection to them. So it makes me wonder, how long do we really want to keep the same node? One month? Three? Six? A year? I'm sure people will have different opinions, I'd just enjoy hearing them and whatever reasons you have. Obviously, it falls on a range, but to start things off, I'd say that if I found a node I enjoyed being a part of with people I like interacting with, I'd hope to enjoy my time there for at least 4-6 months. If I never lived in the same node longer than 6 months without seeing it destroyed, I wouldn't be disappointed. I think any less than three months would make it difficult for me to fully appreciate what the node has to offer while I'm there.
Sengarden wrote: » I'd say that if I found a node I enjoyed being a part of with people I like interacting with, I'd hope to enjoy my time there for at least 4-6 months. If I never lived in the same node longer than 6 months without seeing it destroyed, I wouldn't be disappointed. I think any less than three months would make it difficult for me to fully appreciate what the node has to offer while I'm there.
Kilion wrote: » This is very important because for sieges to happen there need to be sufficient rewards on the table. There is not too much to gain from raiding a Camp. It might be useful for a warring nation to focus on sieging T3 & T4 Nodes, but the real big loot will only come with high tier Nodes. For these to be around it will take weeks to exist and after that a bit more time for materials to stack up in the city.
Kilion wrote: » The answer in my opinion is up for the players to decide.
Fantmx wrote: » We know the numbers for a failed siege: If the node survives, there will be a cooldown before the node can be sieged again:Village (30 days).[20] Town (40 days).[20] City (50 days).[20] Metropolis (60 days).[20] What we do not know is how quickly a node that levels up if a siege is successful is available to siege. It will not be immediate:Node sieges are declared directly by any player[13] who completes the prerequisites for the siege initiation.[14] Sieges are started via a siege scroll, which is acquired through a quest that scales in difficulty with respect to the level of the node. A substantial investment is required to attain the siege scroll.[15][2][16] Steven also stated: "Normal habit to see that landscape change over time" in reference to the rise and fall of nodes.
Dygz wrote: » Kilion wrote: » This is very important because for sieges to happen there need to be sufficient rewards on the table. There is not too much to gain from raiding a Camp. It might be useful for a warring nation to focus on sieging T3 & T4 Nodes, but the real big loot will only come with high tier Nodes. For these to be around it will take weeks to exist and after that a bit more time for materials to stack up in the city. Loot is not the primary motivation for Node Sieges. There are 5 Metros per server… but significantly more Towns and Cities. I don’t know why Node Sieges would only be twice per month.
Dygz wrote: » Loot will always be an aspect of Nodes Sieges. Unlikely that loot will be a primary motivator for Sieges. The primary motivator for Node Sieges will be to change some status quo. Mercenaries will be insignifciant compared to alliances. 2 Node Sieges per month also seems unlikely for an annual average. And really has less to do with "PvP oriented server communities" and mostly motivated by the desire to change the staus quo of various regions of the world. Which "factions" will be "reorganizing" and how are you able to anticipate which "factions'" goals will succeed? Which Nodes get "rebuilt"? And how can you pre-determine who will be content with the "rebuilt" Nodes? Or how long people will be content with the "rebuilt" Nodes?
Me wrote: My predicition was considering that and trying to average it out from what data I have which admittedly is not very much, but that is what the Alpha 2 is for, because Intrepid also wants to know.
Kilion wrote: » I am guessing as best I can until we receive further information.