SkylarckTheBotanist wrote: » Here And Scientific Node for gathering
AnimusRex wrote: » Hedonistic node. The pursuit of pleasure is paramount. Life is short and never dull. Biome with stinking humid ports with plenty of - brothels, taverns, gambling dens, fighting rings, smuggling, Tulnar slavery, corruption, thievery, con artistry, and urban decay. Hey, you asked what I wanted. And it would be unrealistic to think such places wouldn't develop and thrive in a new world.
Sunboy wrote: » But can you guess the biome/node tho
blat wrote: » Kilion wrote: » I think this will shift with time. When the game launches, I suspect that economic and military Nodes will be the place to be. And while I have no distinct preference in biomes, I either will settle at the coast or near the border to 2-3 different biomes. In later phases, when players have moved further across the map and have settled in more, I suspect that economic, scientific and religious Nodes become more interesting. During that time, I will either stay at the coast to travel around or go whereever the exploration and story arcs seems most interesting to me. It's a solid point, I hadn't thought about the node type preferences changing over time, I can def see it. Hopefully though there's enough depth at all levels so there aren't any clear winners/losers. I'm also kind've assuming that we can make use of some of the other node's facilities? IE: I can wander into a Scientific node for a specialised crafting trainer, etc?
Kilion wrote: » I think this will shift with time. When the game launches, I suspect that economic and military Nodes will be the place to be. And while I have no distinct preference in biomes, I either will settle at the coast or near the border to 2-3 different biomes. In later phases, when players have moved further across the map and have settled in more, I suspect that economic, scientific and religious Nodes become more interesting. During that time, I will either stay at the coast to travel around or go whereever the exploration and story arcs seems most interesting to me.
Xeeg wrote: » Current plan is to go hard on processing and pick a node that is 1 node in from the furthest nodes. Try to get a freehold and then process the materials coming from the edges of the map as they make their way inward.
Xeeg wrote: » Would prefer to be at the intersection of a few biomes to increase the materials available to process.
Kilion wrote: » blat wrote: » Kilion wrote: » I think this will shift with time. When the game launches, I suspect that economic and military Nodes will be the place to be. And while I have no distinct preference in biomes, I either will settle at the coast or near the border to 2-3 different biomes. In later phases, when players have moved further across the map and have settled in more, I suspect that economic, scientific and religious Nodes become more interesting. During that time, I will either stay at the coast to travel around or go whereever the exploration and story arcs seems most interesting to me. It's a solid point, I hadn't thought about the node type preferences changing over time, I can def see it. Hopefully though there's enough depth at all levels so there aren't any clear winners/losers. I'm also kind've assuming that we can make use of some of the other node's facilities? IE: I can wander into a Scientific node for a specialised crafting trainer, etc? As far as I am aware outsiders to a scientific Node might be charged for their use, but it should be possible, yes. I have said this in similar posts, so maybe it adds a bit of perspective to this discussion as well: I fully expect there to be a lot of player migration between servers in the first 1-2 years with distinct server "cultures" forming. There will be servers where people who are more interested in PvE activities will gather and servers where PvP is happening much more frequently for less impactful reasons. And these cultures will at some point become something that you simply will not break by deciding to migrate. Mainly because if the number of active players is constantly high, building a new faction that effectively can break through the established culture of the server is extremely difficult. Why is this relevant for this discussion: Because IF I were to be correct with my assumption it would mean there will be servers where different certain Node types are more in demand thanks to the culture. e.g. on a more "peaceful" server, military node may not have as much appeal as for example a scientific or religious Node; while on servers with high PvP activity successful trade via economic Nodes and fortification through military Nodes may play a much more important role. In that sense the Server culture will determine what nodes are more or less likely to succeed as they are ultimately expressions of the "most popular" activities of players on the server.
Tyranthraxus wrote: » Yours truly wants to be a branchler-elf in the DEEP woods. Am hoping to find a group willing/curious about settling that island in the middle of the woods, in the north-eastern part of the map. Inland islands seem fairly defensible - and it'd be quite the trek, for any would-be siegers. Would otherwise be willing to settle in the Underrealm, in some kind of anti-Tulnar settlement - but only if they offer "broken" antlers, for the elves; It'd fit more with an RP of fights and struggles taking place in caves and caverns.
blat wrote: »
Azherae wrote: » blat wrote: » See you there. You should go on ahead so we get the Ren'Kai architecture.
TheDarkSorcerer wrote: » Question for the community, do we know where Empyrean homelands will be on the map?