akabear wrote: »
akabear wrote: » Ah, then the inverse too, if certain conditions were met by a passive node then pvp would not be possible too!
CROW3 wrote: » Unless it’s tied in to advancing or destabilizing nearby nodes, I’m not a fan. Creating segmented pvp nodes pushes Ashes toward the already existing PvE games with partitioned PvP: wow, eso, gw2, Albion online, etc, etc, etc. Ashes is PvX, so players and mobs make up the risk (and rewards) for making your way into the world. Creating segmented zones will erode this entire concept - turning Ashes into another wow clone.
Voxtrium wrote: » It would CROW3 wrote: » Unless it’s tied in to advancing or destabilizing nearby nodes, I’m not a fan. Creating segmented pvp nodes pushes Ashes toward the already existing PvE games with partitioned PvP: wow, eso, gw2, Albion online, etc, etc, etc. Ashes is PvX, so players and mobs make up the risk (and rewards) for making your way into the world. Creating segmented zones will erode this entire concept - turning Ashes into another wow clone. As long as the corrupted node could be destroyed it would be fine, basically just make the specific set of circumstances difficult to achieve, hard to make, harder than normal to destroy as well. You could make it so that while the corrupted node is max level no other node in the game can progress, but they can all still be destroyed, then add in monster coin events on all remaining nodes until the corrupted node is destroyed
akabear wrote: » What if there was a possibility within the game mechanics such that should a variety of onerous conditions be met and maintained by the citizens of a zone and perhaps even include conditions met with their relationships with other nodes that said node might just unlock a "dark node". Limited to one per server and time constrained. A dark node being a node that had rewards and risk that came with being a full pvp zone, and chaotic evil zone! Just a what if!