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Metropolis is Besieged destroyed, later it makes it back to Metropolis again, whats different?
hanoldbuddy
Member, Alpha Two
Question's in the subject.
Wondering if dev team will have to scramble to make unique node for next development cycles?
is dynamic layout so that same plots will just have different buildings now? Will there be anything the same? Different?
I understand the cosmetic changes of race and that's so awesome, but I'm wondering more about the building layout. I know it'd be harder to implement, but it'd be really cool to see a different metropolis if one spawns in the same node a second time.
Respectfully,
Han
Wondering if dev team will have to scramble to make unique node for next development cycles?
is dynamic layout so that same plots will just have different buildings now? Will there be anything the same? Different?
I understand the cosmetic changes of race and that's so awesome, but I'm wondering more about the building layout. I know it'd be harder to implement, but it'd be really cool to see a different metropolis if one spawns in the same node a second time.
Respectfully,
Han
1
Comments
Then the other things is essentially how the players contribute to and manage it via buildings, mayors, location etc.
https://ashesofcreation.wiki/Nodes
Ah thanks good points. I forgot the node type changes. That sounds good to me! This game has all the answers.
I added a link for the wiki on my previous post incase you want to skim through that but they also have videos on their YouTube channel as well if you're interested in that.
Location can also play a role. if the node is near the shore it will have access to the water and trade routes directly.
However, to my understanding, the Node Type remains the same. The map itself is balanced a certain way, as to always ensure X number of one type, X type of another type, and that certain types border certain other types. Yours truly would have preferred a different, more-random arrangement, but I get the need for it.
Since no node can do everything it means what it can do might change each time it is destroyed and rebuilt.
this highly likely wont be the case tbh i suspect each town will get a single layout for plots there building in the plots would be different to some degree based on mayor building option at the time.
However that being said u are highly unlikely to see metropolis node that been destroyed to make it back to metropolist in a timely manner.
There will likely need to be 3 metro nodes destroyed in the same area before u see a previous metro node become a metro again, reason for this is when 1 gets destroyed its it only likly gonna make it back to R3 again unless somone destroys a R4+ node in the area again which it will then make it to R4 potentialy then you be waiting for a R5+ node to be destroyed before it able to get bumped back up again. Reason for this is a R6 node gets destroyed one of the 2 R5 nodes it vassaled with is likly gonna hit R6 first which then free up a R5 node for the R4 nodes to fight for and so on. There probaly be some outside the vassal node also competing for the new rank position too,
So i dont think it be a huge issue tbh if all nodes only have 1 layout (aslong as every node doesnt have the same layout) since it be several months if not years before u see a destroyed node reach the same rank again outside of R3 nodes
I believe for simplicity the original post used the same node for a clearer sample control. But yes, the likelihood of it becoming a metropolis again before another node is pretty close to impossible.
if you gave nodes say 3 spots like u mention, doing so would make 3 times the work for very little gain since they would now need to do 3 layouts for every node inlcuding terrain for the node to sit on, so now you gone from 85 node layouts to 255 nodes layouts to design if they all had 3 location they could start in. Not worth the time investment tbh
Your better off spending more time perfecting a unique layout for every node terrain location and layout rather than giving each node 3 different spots/layouts. not to mention nodes are already relativly small area and needing to muiltipul spots reserved for potential node spot your taking up valuable realestate for other content. not to mention freehold location would probaly need to be changed to a degree too with muiltipul node spawn location.
Your looking at 5.5 square km for each node area.
Not 100% sure if each one has the option of exactly three spots for the node to development depending on size and location but the original plan (unless changed) was to have this as to why I mentioned if the node allows it that you could potentially have nodes with shipyards if developed at the specific location near the coast. They have node designs that allow for caravan routes (including boats) to traverse across the bodies of water to nodes that also developed shipyards through this. It creates a diverse world unique to the players choices and consequences.
The diversity across nodes wont be too unique but hopefully unique enough for lay out options depending on the players actions and contribution as mentioned. Having it like New World where all the civilisations look the same just positioned differently would make the ashes look poorly designed in my opinion and probably many others. Would not give much incentive to explore the world to see the other developed nodes We've only seen a few examples of specific nodes in videos and what not. Not a whole lot to go off currently unfortunately.
As mentioned the 4 different types of nodes, stages, things like shipyards and biome could affect some visual aspects and layout to some degree. How significant? too early to tell.
That could be the case for all node levels. Not only for metropolis.
But I am not sure a different layout is a good idea.
You live in a place and you might want to come back to it.
I will have memories which bind me to a location.
I do not want to see the place destroyed in a way it never comes back.
Also I do not want to see the same layout in a different city. It will feel weird.
Yeah, His Truly is correct. They've said that Node Types are static.
"Node types are predetermined and are the same across all servers.[3]
A node’s type is static. It does not change based on the node’s advancement or destruction.[3]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[3] – Margaret Krohn"
https://ashesofcreation.wiki/Node_types
Oh really?
I thought it was supposed to be a clean/fresh tile after returning to 0.
Was this just because it's easier and time saving?
I definitely prefer the idea of potentially having the option to reset the tile type incase the node system diversity gets too boring on a server.
@Veeshan Here's a link to a video they did a few years back, in which it shows cities re-generating on the same spot but with different build/street layouts, with the Node-layout generator:
https://www.youtube.com/watch?v=AYFKi4j-Zaw
The walls appear to be static, and some of the layouts are obviously more-similar than others - but especially in the later, colored parts of the video, there's some really neat footage of the different layouts that can occur.
you can do all that automatically instead of manually with the power of programming ;3
Having the nodes static could technically encourage players to migrate to specific nodes based on freehold goals of said individuals and guilds considering the limitations of journeyman crafting vs grand master as one example or even access to different caravan routes globally for economic reasons based on the players objectives when playing ashes.
But the downside is they could also emigrate leaving some nodes and biomes more neglected and sparsely populated due to a potential imbalance of meta chasers.
In some ways you could create dense scientific node areas to potentially create more immersive world building thematically.
IE:
there's a bunch of scientific nodes in a specific biome, the world feels more advanced
-or-
this part of the world is more religiously densely populated, militarily densely populated etc.
I suppose in some ways the head start servers could create plan something like this more easily if they wanted to in advance or even just large guild organisations.
I'm just hoping the world isn't too static in relation to meta node layout positioning.
A nice easter egg would be for a ruin with a statue commemorating "Old Farmton - destroyed circa 1456 AD"
Like one of my favorite sayings, "a person cannot step in the same river twice, for the person is not the same and the river is not the same." A lot can change in an MMO over 2 years.
yep 3-5 R5+ (one being R6) modes will probaly need to get destroyed to be able to get back to R6
I was thinking the same but if some faction is strong enough to destroy a metropolis then it can destroy remaining level 5 nodes too and whatever remains from the old metro nation.
If they do that then the same metro could rise again.
this is why intrepid did node sieges the way they are with declarations and set calendar dates such as once a month to give players opportunities to sign up for offense or defence of said node siege and organise for it. They will be quite costly in currency and resources. There wont be any open world mass zerging and just wiping out nodes. Depending on the node level would also determine variables such as scale of battle. 200 vs 200, 250 vs 250 etc.
The way the vassals and node systems works is you wont be allowed to have two nodes of the same level bordering one and another.'
IE two lvl 5's should realistically never be side by side. They would require any other node level between them and even then the rule still applies.
https://ashesofcreation.wiki/Sieges
One of the Vassal Nodes from the previous Metro might become the Dominant Node of the new Metro.
So, it's possible for the Node Type of the new Metro to be different than the previous Metro(s) in that region.
Even if it's the same Dominant Node for the new Metro, basic layout will be different.
Also, different Mayors could construct different service buildings.
Different Religions and Social Orgs could have prominence in the new Metro.
Also, Racial influence is not merely cosmetic... so if the new Metro has a different Dominant Race than the previous Metro(s), that will also be a signifcant change.
For nodes I see that cool down is mentioned related to leveling and surviving a siege
A node siege may not be declared for 21 days following a node advancing to any stage.[24][25]
If the node survives, there will be a cooldown before the node can be sieged again:
Village (30 days).[4]
Town (40 days).[4]
City (50 days).[4]
Metropolis (60 days).[4]
Can be that as soon as a node is destroyed, another node levels up, triggering a 21 day cooldown.
So I see why is nearly impossible to erase all nodes of a former metro nation.
Exactly
They put some interesting conditions in place to allow for some relatively fairness for siege prep windows. In addition to what you mentioned:
Once the siege scroll is brought to the node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the stage of the node being sieged.
Village (3 days).[23]
Town (4 days).[23]
City (5 days).[23]
Metropolis (6 days).[23]
In addition to that:
Server prime-time
Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[42][43][44]
It goes to show you that the dev's and team do read our feed back over the years on the forums to ensure the game is relatively fair and engaging overall. I've had lots of discussions in the past where many of those points came up to prevent cheesing and exploitation regardless of how extreme they may have seemed haha