Raven016 wrote: » Better on the surface, in lava biome. Underground was supposed to be where the tulnar found safety. But what would such a node offer to players?
HavocMason wrote: » Could you make a Divine node dedicated to one of the 3 "Others" as opposed to one of the "Seven"? Also could this Node be underground and would there be underground freeholds?
Kilion wrote: » From all I have read on the Wiki and seen in the livestreams there won't be evil nodes like that. Why? Probably because that could break the game loop by establishing a lore supported antagonistic faction for everyone else to go after establishing predefined factions for player which Intrepid seems to specifically against. Allowing would mean a major shift in story arcs, biome design and all economic systems beyond the scope what is realistic to expect at least in the base game. I could see this become kind of a plot point for an expansion or event, where players can (or maybe must) align themselves with good or evil, but for general gameplay it doesn't seem possible IMO. With that being said: I also read that on certain occasions player will have the opportunity to kind of side with the Others / Ancient or at least not support the Seven. How that plays out exactly, I don't know.
HavocMason wrote: » Why are the Others evil?
HavocMason wrote: » I think you are being biased equating Good and Evil with the Seven and Others. It's just as easy to see the Seven as oppressors and the Others as liberators, no?
Kilion wrote: » HavocMason wrote: » Why are the Others evil? Steven Sharif: "The beginning of the creation of the universe that exists within Ashes of Creation was a result of a group of god beings. There were ten of them and there was a celestial struggle in this universe that resulted in a fraction of those gods. And there exists within this story two components of good and evil. " HavocMason wrote: » I think you are being biased equating Good and Evil with the Seven and Others. It's just as easy to see the Seven as oppressors and the Others as liberators, no? Steven Sharif and Jeffrey Bard calling the Others evil - I guess me calling the Others "evil" in the context lead designers of this universe presented the lore to me has it's reasons. I even agree with you that there is a point to be made that "good" and "evil" just as in reality are not as clearly defined in the world of Ashes as it is portrayed, but with what Steven has written, it seems clear to me that in the game we will get the Others + the Ancients as evil enemies and therefore the game mechanics will in all likelihood not allow for players to side with them. If you still feel some way about that - maybe discuss this with Steven. And I am not being sarcastic here, I am serious. Make a post and discuss this point of lore, that's what this forum is for.
Song_Warden wrote: » Raven016 wrote: » Better on the surface, in lava biome. Underground was supposed to be where the tulnar found safety. But what would such a node offer to players? A mega crypt beneath the underrealm. Even deeper tunnels/areas.
Raven016 wrote: » Song_Warden wrote: » Raven016 wrote: » Better on the surface, in lava biome. Underground was supposed to be where the tulnar found safety. But what would such a node offer to players? A mega crypt beneath the underrealm. Even deeper tunnels/areas. That could be offered in a Tulnar metropolis maybe. If a node would be able to create temples for the Others, that node would probably become corrupted. Players living in those nodes would be permanently flagged and visible to bounty hunters on the entire map. It could be boring to be a citizen there, isolated and having 85 enemy nodes.
HavocMason wrote: » Raven016 wrote: » Song_Warden wrote: » Raven016 wrote: » Better on the surface, in lava biome. Underground was supposed to be where the tulnar found safety. But what would such a node offer to players? A mega crypt beneath the underrealm. Even deeper tunnels/areas. That could be offered in a Tulnar metropolis maybe. If a node would be able to create temples for the Others, that node would probably become corrupted. Players living in those nodes would be permanently flagged and visible to bounty hunters on the entire map. It could be boring to be a citizen there, isolated and having 85 enemy nodes. Speaking for myself alone, that actually sounds fun.
BainSamryn wrote: » I am unsure on how will nodes be handled along with freeholds but the current land area map is too small for game content and nodes/freeholds . I returned to a game that has it .and sad to say it will not work unless the land map is at least 4 fold larger than the projected map . You got to choose game content or nodes/freeholds ,doing both is a recipe for trouble ,
tautau wrote: » @Raven016 Regarding your comment that corrupt players could use such a node to store items, corrupt players cannot store things in nodes: "Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players."https://ashesofcreation.wiki/Player_corruption
Enigmatic Sage wrote: » @Raven016 would make for some really interesting POI dungeons with node tier progression. The biome could offer a plethora of dark (and glowey) themed things. We currently dont know what kind of augments are available if biome plays a significant role specifically for divine nodes.
Raven016 wrote: » Enigmatic Sage wrote: » @Raven016 would make for some really interesting POI dungeons with node tier progression. The biome could offer a plethora of dark (and glowey) themed things. We currently dont know what kind of augments are available if biome plays a significant role specifically for divine nodes. What to do in those corrupted node dungeons? Something will existThere will not be temples to worship The Others, but there will be quest paths that will enable darker forms of worship.[4] ...but these players have as enemies other players, who typically stay green. Only when they start fighting against monsters will they start cleaning their corruption.