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.
Comments
Another interesting thing you can see happen in the old outdated vid though. The length of this vassalization might suggest more of a dynamic system that connects "adjacent" nodes rather than a static network? Interesting stuff
I know they talked about parts of the node algorithm that are related to like, how far out a node's ZOI can actually reach and what determines that as opposed to it just being tied to the node's level
I'll tend to the flame, you can worship the ashes.
Great then! You're on our side, because that is precisely what we've been saying. There'd be no sudden chaos or the end of the world, simply because vassals can now siege. There'd simply be an option to take that action if you have the means - that's it.
Why are you putting words in my mouth? I'm pointing out you guys are saying random things and contradicting yourself. You are trying to make a argument for the casuals and I just see a picture being painted that would kill off the game. Your points are getting worse is pretty much what I'm saying.
We really are going from you guys saying its a small change, to you can pvp any node and casuals can't afford to move nodes.
Lets get some facts straight idea of you can't afford to be in a node is pretty unfounded. There is a lot more to do with it than simply that and I'm sure ways around some certain issues. This leads up a whole other conversation and it be better to start a new thread around it....
You are effectively putting a burden on everyone in the game because effectively you are talking about this as a lever to control. The only ones that would be suffering are the casuals, not the people that are for warring let alone war loggers that won't care about any of that.
Again this is why i trust what the devs are going for, as your suggestions literally would end up bringing up a T&L situation where the game will die off but for different reasons. Your points are not for casuals or heath of the game, you are pushing for hardcore mechanics and as this goes on its becoming more extreme with your "solutions". To a problem the dev's already solved reduce the negative impacts by reducing the fight beside node to node, and focus more on kingdoms warring with soft friction for more internal node conflict.
Everytime i see such Pictures, knowing it is about Nodes - i want more.
I want to see more.
I want to see more Footage. More Videos. More Stuff. 😁 I want to see Sir Steven give us a cool Update Video in which he and his awesome Colleagues, Co-Workers and Subordinates talk for a handful of Hours solely about Nodes,
about instanced living Spaces/Apartments inside them,
about how "NPC-Caravans"(?) Spawn between Nodes, Ruler-Nodes, Vassal-Nodes, etc. etc. and how Players should defend them or risk having their Nodes in dire, needy Circumstances,
i wish for a Presentation how a "Castle" could work and affect between Nodes,
how it would work if a Castle is held and managed by People of a Metropolis nearby, who rules a handful of smaller Nodes,
and how all this would work, if a gigantic "War" between Nodes or even whole World Regions would break out. From which i am confident, the latter is probably not necessarily planned and may as well never make it into the Game - aside from if Sir Steven and his mighty Crew really wants it. .
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
The only real change I can see being worthwhile is making it so vassal citizens can run for (and vote for, in Scientific nodes) leadership of their parent nodes.
That is literally the only change to the system that has any worth, as far as I can see.
Maybe allowing Vassal citizens use the Crafting Stations in the Parent Node would be a nice option too... seeing as how we're meant to be all buddy-buddy lol
I'll tend to the flame, you can worship the ashes.
I don't consider this to be important.
Although, this is working on the assumption that grand master crafting stations are only needed for the absolute best gear in the game. If it turns out that they are needed for all level 50 gear, then I would agree.
If it is only for the best gear in the game, having to have citizenship of a specific node in order to be able to craft the item seems reasonable to me.
If you could get enough people from your node and their other big vassal node, y'all could decide to just barely make your own node's atrophy exp requirements... starving the parent node of that extra exp they would have gotten lol..
Would be difficult to organize something like that with a bunch of rando civs though.
I'll tend to the flame, you can worship the ashes.
However, I doubt you'd convince an entire node (let alone many nodes) to stop all activities. If nothing else, most of the people in a vassal node will be quite content with their situation and so will just want to carry on playing the game.
OONNLY if they lick my Boot !!
Vassal Citizen : " Ohhh You M~ONSTER !! " * suspiciously masochistic and eager Voice *
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)