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The One Node to rule them all!

akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
edited May 12 in General Discussion
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!
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Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Ah yes, because that is what this PvX game needs - more PvP.
  • OtrOtr Member, Alpha Two
    edited May 12
    Assuming that all nodes become very peaceful and the corruption becomes lore wise concentrated into a small place of land, and that would make the node become a full PvP node, those citizens would be tempted to fight each-other.
    If you somehow make rules to prevent infighting, then it is like a normal node being at war with every other node on the map all the time. It is in both cases an imbalance.

    ( Your mind is trying to get out of the box :smile: )
  • blatblat Member
    I like the idea.
  • SengardenSengarden Member, Alpha Two
    edited May 12
    A player-run Mordor that my friends and I can have epic battles fighting against, ultimately resulting in a last alliance between elves and men in which the evildoers are driven out, but not wholly defeated? Sign me up!
  • AszkalonAszkalon Member, Alpha Two
    akabear wrote: »

    Like "Mortium" (Landscape) in V Rising ? ;)

    Constant Battles and Strife for Power ? ^.^
    Such a thing is kinda happening on the open Sea's already ... ... ;->
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I think there may end up some guilds that influence their alliance to max out all wars and therefore a possibility already.. but was wondering if that was to happen, perhaps the game mechanics could trigger some other state!
  • hleVhleV Member
    I would like a free PvP zone outside of open seas so that's a yes from me.
  • This content has been removed.
  • AqualutumAqualutum Member
    Chaotic zone eh?

    To quote the dark knight movie "Oh, and you know the thing about chaos, it’s fair!"
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ah, then the inverse too, if certain conditions were met by a passive node then pvp would not be possible too!
  • MybroViajeroMybroViajero Member, Alpha Two
    YES!
    EDym4eg.png
  • OtrOtr Member, Alpha Two
    akabear wrote: »
    Ah, then the inverse too, if certain conditions were met by a passive node then pvp would not be possible too!

    in a world of PvX, if a full PvP area is added, one could ask for a full PvE area too.
    But placing nodes or freeholds into those areas is not a good idea.
  • VoxtriumVoxtrium Member, Alpha Two
    I would love a Dark node with full PVP enabled.. similar to runescapes full pvp zone
  • CROW3CROW3 Member, Alpha Two
    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.
    AoC+Dwarf+750v3.png
  • VoxtriumVoxtrium Member, Alpha Two
    edited May 19
    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
  • CROW3CROW3 Member, Alpha Two
    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

    Probably the best way to approach it would be to have the dark node slowly destroy the surrounding nodes - resource drain, increase corruption reach, and node level degradation - then tie pvp objectives to closing the dark node (or keeping it open if it supports an enemy node’s objectives).

    AoC+Dwarf+750v3.png
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    kinda been daydreaming of a system like that, maybe player killing can lead to a lawless node where you're automatically flagged for pvp in that nodes region, or even a desiccated node from getting stomped into the ground by the other node in open world pvp.
  • Mag7spyMag7spy Member, Alpha Two
    They said int he last live stream they aren't going to do anything like this. Only way i could see it working atm until things change is if the node citizens are auto flagged as purple. That is as far as a dark node gets.
  • oOKingOooOKingOo Member, Alpha Two
    I dont think its a good idea since you can already pvp in every node. The pvp zone are guild wars/node wars/arenas/bounty hunting. I dont think pure pve/pvp zones are a good idea in a pvx game.
    For the empyre !!!
  • RoelathRoelath Member, Alpha One, Alpha Two, Early Alpha Two
    edited May 24
    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!

    I'd prefer if it was community driven pirate/bandit nodes where all of the PvPers that go around causing mayhem have their own spot on the map causing trouble. It could still be around as any regular node with the government system but, the players make the node and the culture of it. Being purple is a badge of honor in that area.

    Similar to the old jumpgate neutral stations that housed numerous pirates with bounties. The community was super hostile towards anyone looking like a bounty hunter or a do gooder.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    I like the idea of hidden things that nodes can do to unlock certain unique elements. Corrupt node would be interesting to test, but it might ruin a server.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 25
    McShave wrote: »
    I like the idea of hidden things that nodes can do to unlock certain unique elements. Corrupt node would be interesting to test, but it might ruin a server.

    I think you have coined where I guess I was coming from and then an extension of this;

    Dynamic Zone Changes Based on Node Status when reaching number one status of its given typology.

    War and Conflict:

    When a node reaches the maximum number of alliances/nodes/guilds at war or pvps or pks.. the zone's atmosphere changes. Visuals could include a sky tinged with red, similar to the corrupted zones in New World, symbolizing the heightened tension and conflict.

    Maybe a pvp zone too.. but may not need.

    Economic Vibrancy:

    If a node becomes the number one economic hub, visual indicators could reflect its wealth. For example, luxurious buildings, bustling marketplaces, and decorative elements like gold trim on structures, signaling prosperity to players.

    Scientific Nodes:

    When a scientific node reaches its peak, the zone could showcase advanced technology. Features might include futuristic architecture, enhanced lighting, and unique structures like observatories or research labs.

    Maybe unlock new / rare resouces.

    Religious Nodes:

    A thriving religious node might transform the zone with spiritual imagery. This could involve grand temples, holy light effects, and serene music, creating a sacred and tranquil environment.

    Cultural Influence:

    If a node becomes a cultural epicenter, the zone could be adorned with art, music, and festivals. Players might see murals, hear unique soundtracks, and encounter NPCs performing traditional dances or music.

    Environmental Impact:

    Nodes that focus on nature and the environment could have lush, vibrant landscapes when thriving. This might include more abundant wildlife, richer vegetation, and visually appealing natural phenomena like auroras or enhanced weather effects.

    Maybe a pve only zone, but maybe not.

    The idea was aim to reward and unlock change and experience by visually reflecting the status and influence of various node types in Ashes of Creation, adding depth, variance and dynamic elements to the game world.
  • OtrOtr Member, Alpha Two
    akabear wrote: »
    McShave wrote: »
    I like the idea of hidden things that nodes can do to unlock certain unique elements. Corrupt node would be interesting to test, but it might ruin a server.

    I think you have coined where I guess I was coming from and then an extension of this;

    Dynamic Zone Changes Based on Node Status when reaching number one status of its given typology.

    War and Conflict:

    When a node reaches the maximum number of alliances/nodes/guilds at war or pvps or pks.. the zone's atmosphere changes. Visuals could include a sky tinged with red, similar to the corrupted zones in New World, symbolizing the heightened tension and conflict.

    Maybe a pvp zone too.. but may not need.

    Assuming this PvP zone would allow everyone to fight each-other, initially the ZoI would be unstable because players would send resources into the sink faster than other normal ZoIs. It would put the node at disadvantage compared to the other nodes.
    But eventually the better PvP guilds could reach an agreement to attack only intruders. Then the node would be like a normal node but were you can prevent others to come to harvest your resources. It could potentially be more efficient if they harvest efficiently.
    If this node would have vassals, then it's ZoI would be larger and with better resource drops.
    Players in this node could also go outside and pillage resources from others, kill their gatherers and return corrupted into their home area where they are protected by allies against whoever dares to come and hunt them, while they remove the corruption.
    Being a PvP zone, guards in the node would probably not attack corrupted players. Otherwise their only purpose would be to prevent players to use storage, crafting benches and whatever things the node offers, which would make no sense from lore point of view and would be just an annoyance.
    If this node would be a metropolis, it would be like 20% of players would be at war against the rest of the map (if the map is full). They could still have agreements (made outside of the game) to prevent all others join forces. The map could look like a PvP continent vs a PvX continent, with a PvP ocean in-between.

    The corruption mechanic exists to prevent the chaos which would happen in the PvP zone if they attack each-other.
    The node leveling with vassals assigned by the game (not by players) prevents well defined permanent factions.

    akabear wrote: »
    Environmental Impact:

    Nodes that focus on nature and the environment could have lush, vibrant landscapes when thriving. This might include more abundant wildlife, richer vegetation, and visually appealing natural phenomena like auroras or enhanced weather effects.

    Maybe a pve only zone, but maybe not.

    The PvE zone would exclude itself from the PvX environment of the game and would need a different approach to keep players happy there and to function as a PvE game, while still being able to trade with the rest of the map. Resource scarcity would be more pronounced as you could not declare any wars. Caravans would be boring, maybe attacked only by NPCs... I would move all stories and quests into that region.

    Chances are none of these will happen.
  • GithalGithal Member
    Maybe this can be made in the way that a particular Metropolis with its vasal nodes declare war for world domination. So they are some kind of the Empire trying to conquest everyone else. This war can be activated only once all 5 Metropolises are fully developed. and the goal of the "empire" is to destroy every other Metropolis until only their own is left. For each Metropolis they demolish they get some reward, and the risk is that the world will turn against you, so the chances that you will lose your own metropolis is pretty huge.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    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.
    Except Steven almost never, ever talks about mobs as Risk.
    96% of the times when Steven mentions Risk, he talks about PvP.
  • BlipBlip Member, Alpha Two
    Love the idea of corupted players heving a "safe haven" of sorts.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 28
    I have issues with equating "dark" with PvP and Evil.
    I would rather have "Evil PvP" equated with Red and Corruption - so a Red Node rather than a "dark" Node.
    But, then that has implications about rewarding Corruption.

    Seems like you're really asking for the possibility of a Purple, Free-For-All, Corruption-Free PvP Metro.
    Which would be OK with me now that Ashes has the Open Seas.

    Moar PvP!!
    *RAWR*
  • this is good
    PvE means: A handful of coins and a bag of boredom.
  • AszkalonAszkalon Member, Alpha Two
    akabear wrote: »
    The One Node to rule them all !

    I think You might be hyped for the incoming Presentation in One to Two Days.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    I have issues with equating "dark" with PvP and Evil.
    I would rather have "Evil PvP" equated with Red and Corruption - so a Red Node rather than a "dark" Node.
    But, then that has implications about rewarding Corruption.

    Seems like you're really asking for the possibility of a Purple, Free-For-All, Corruption-Free PvP Metro.
    Which would be OK with me now that Ashes has the Open Seas.

    Moar PvP!!
    *RAWR*

    I think my own outlook has evolved as the conversation progressed.

    Going back to my earlier post with more fleshed out ideas for multiple nodes

    Specifically for the pvp node; I think it would be good to have "tells" or "ambience" for a node that is heavily pvp orientated so those passing by or entering gain an awareness in advance.
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