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Diferent Choice of Arquitecture for Nodes... Diversity!!

UmorUmor Member, Alpha Two
Greetings to the community

Considering two points, that there will be very popular races and that the architectures are not historically linked to the fantasy of their races, I would like to request a different choice of the architecture of a node, and not because of which majority race has formed it, since we could find that all the nodes or almost, have the same architecture, and miss the beauty of the diversity of the others.

Vek orcs are not pre-Columbian in fantasy history, nor are empyrian elves Greco-Roman, so it is not disrespectful to disassociate the final constructions from the most popular races, that is, I can choose a race, but like another aesthetic more, and above all, I do not want us to end up in a homogeneity of aesthetics, where the most popular ones occupy the majority of nodes

I would like to see variety and diversity, and see how you have resolved the best architectures, or even, if there is a mountain, see a dwarf node there, or if there is a deep forest see a py rae there, but above all, see an architecture or vote or have the mayor or luck or another way, and not the popularity of the race, define the architecture.

Thanks, and it would be great to hear opinions from the community and of course, from some developer.


Original (non google translator) ____________________
________________________

Saludos a la comunidad

atendiendo a dos puntos, que habrá razas muy populares y que las arquitecturas no van ligadas historicamente a la fantasia de sus razas, me gustaría solicitar una elección diferente de la arquitectura de un nodo, y no por que raza mayoritaria la ha formado, ya que podriamos encontrarnos con que todos los nodos o casi, tuviesen la misma arquitectura, y perdernos la belleza de la diversidad de las demás.

los orcos vek no son en la historia fantastica precolombinos, ni los elfos empirian grecoromanos, por tanto, no es una falta de respeto, desasociar las construcciones finales con las razas más populares, es decir, yo puedo elegir una raza, pero gustarme más otra estetica, y sobre todo, no querer que acabemos en una homogeneidad de esteticas, donde las más populares copen la mayoria de nodos

a mi me gustaria ver variedad, y diversidad, y ver como habeis resuelto las mejores arquitecturas, o incluso, si hay una montaña, ver un nodo enano ahi, o si hay un bosque profundo ver un py rae ahi, pero sobre todo, ver una arquitectura o votar o que el alcalde o que la suerte u otro modo, y no la popularidad de la raza, definieran la arquitectura.

gracias, y seria genial escuchar opiniones de la comunidad y como no, de algun desarrollador.

Comments

  • ShivaFangShivaFang Member, Alpha Two
    Its not based on the popularity of each race its based on how much effort each race's members put into that node.

    There will also be a restrictive penalty for races that already have a node with their architecture, which will dampen the popularity effect.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    We just had a whole big thing about this.
  • UmorUmor Member, Alpha Two
    edited October 17
    ShivaFang wrote: »
    Its not based on the popularity of each race its based on how much effort each race's members put into that node.

    hello ShivaFang, in the praxis, that effort is a statistic based on the popularity of the majority
    ShivaFang wrote: »
    There will also be a restrictive penalty for races that already have a node with their architecture, which will dampen the popularity effect.

    happy to hear that, didnt know it, and is better news to me.. ty for your comentary
    in the other hand, I still prefer that a different system be sought, for what I have said about the community being able or not to use a mountain for dwarves, a forest for py rai or vek, or a sea port for Dünir, or not, but that an algorithm of popularity or greater involvement of a majority whose architecture is not real should not prevail.
    But is nice hear about that dampen to not repeat nodes.
  • UmorUmor Member, Alpha Two
    Caeryl wrote: »
    We just had a whole big thing about this.

    ohhh, diferent opinions, no problem if we respect others opinions, we can learn about past and conflicts to dont complicate our live.. and express our animal agresivity in pvp, lol

    can you tell me the name of the post to read it?
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    https://forums.ashesofcreation.com/discussion/61203/node-racial-style-depending-on-race-contribution-doesnt-make-sense

    The reason racial style is based on contributions is narrative consistency. If the most efficient and highest contributing people build a node, it will of course be in their cultural style.

    There are already systems set up to encourage grouping with likeminded players to establish a node, and I'd be ok if they let players choose an alternate racial style to contribute than their race choice's, but the world is built by players as characters, not so much players as Sims gods.
  • UmorUmor Member, Alpha Two
    Caeryl wrote: »
    https://forums.ashesofcreation.com/discussion/61203/node-racial-style-depending-on-race-contribution-doesnt-make-sense

    The reason racial style is based on contributions is narrative consistency. If the most efficient and highest contributing people build a node, it will of course be in their cultural style.

    ty, i will go read now

    but cultural style can not be your preference, specially those races are invented for the game.. like Empirian or Vek.. You may even like the style of a Vek or an Empyrean more and it may not be your race.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 17
    Umor wrote: »
    Caeryl wrote: »
    https://forums.ashesofcreation.com/discussion/61203/node-racial-style-depending-on-race-contribution-doesnt-make-sense

    The reason racial style is based on contributions is narrative consistency. If the most efficient and highest contributing people build a node, it will of course be in their cultural style.

    ty, i will go read now

    but cultural style can not be your preference, specially those races are invented for the game.. like Empirian or Vek.. You may even like the style of a Vek or an Empyrean more and it may not be your race.

    Race is entirely cosmetic, so there's no reason not to consider aesthetics as a whole when choosing your preferred race. As I said in the other thread, Py'Rai and Vaelune are my preferred architectural styles, but I plan on playing an Empyrean or Tulnar, maybe even a Vek orc. Choices mattering is good for the RPG aspects of an MMORPG.
  • UmorUmor Member, Alpha Two
    Caeryl wrote: »

    Race is entirely cosmetic, so there's no reason not to consider aesthetics as a whole when choosing your preferred race. As I said in the other thread, Py'Rai and Vaelune are my preferred architectural styles, but I plan on playing an Empyrean or Tulnar, maybe even a Vek orc. Choices mattering is good for the RPG aspects of an MMORPG.

    I understand you and it will never rain to everyone's liking (a saying in my country), but the aesthetics of a city are very important, not just something cosmetic, it will be where you spend long periods of time, and there has to be a solution more in line with what the majority wants, which as you say, does not always match the race you have chosen... the same thing happens to me, I will probably get a vek, but I love dwarf and Greco-Roman architecture, I also like pre-Columbian, but for forests such as py rai, I do not know what the solution should be, but it is a debate that should not be left to the most popular race, perhaps we could choose architecture separately or depending on the node, vote
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 17
    I would like to test the original dev vision and see what that actually looks like.

    If you don't like the appearance of a City, destroy it and try to have a different Race dominate that area.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 17
    Umor wrote: »
    but cultural style can not be your preference, specially those races are invented for the game.. like Empirian or Vek.. You may even like the style of a Vek or an Empyrean more and it may not be your race.
    You don't have to be a Vek to be a citizen of a Vek City.
    Also, you don't have to be an Empyrean to be a citizen of an Empyrean City.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Umor wrote: »
    Caeryl wrote: »

    Race is entirely cosmetic, so there's no reason not to consider aesthetics as a whole when choosing your preferred race. As I said in the other thread, Py'Rai and Vaelune are my preferred architectural styles, but I plan on playing an Empyrean or Tulnar, maybe even a Vek orc. Choices mattering is good for the RPG aspects of an MMORPG.

    I understand you and it will never rain to everyone's liking (a saying in my country), but the aesthetics of a city are very important, not just something cosmetic, it will be where you spend long periods of time, and there has to be a solution more in line with what the majority wants, which as you say, does not always match the race you have chosen... the same thing happens to me, I will probably get a vek, but I love dwarf and Greco-Roman architecture, I also like pre-Columbian, but for forests such as py rai, I do not know what the solution should be, but it is a debate that should not be left to the most popular race, perhaps we could choose architecture separately or depending on the node, vote

    The thing is, it is purely cosmetic. 100%, objectively, cosmetic-only.

    Unless they tie content into the racial style (and give they won't even tie a mechanical aspect to the race itself, highly unlikely) then there's no reason to alter the current function which reflects the active contributors most accurately.
  • UmorUmor Member, Alpha Two
    Dygz wrote: »
    I would like to test the original dev vision and see what that actually looks like.

    If you don't like the appearance of a City, destroy it and try to have a different Race dominate that area.

    ty participate here.. if i dont like architecture of a city, will not be a problem to me, and if its a problem to someone, probably will have to accept it

    but, if allways most popupar races, define most nodes, we have a problem, also, more democratic is vote architecture for example, because, as you can see in post before, some people dont like the architecture of our own race
    Dygz wrote: »
    You don't have to be a Vek to be a citizen of a Vek City.
    Also, you don't have to be an Empyrean to be a citizen of an Empyrean City.

    yes, i know,.. but is about sistem of election of nodes, and places where it will be in a node.. you dont have to agree with your race architectural style, because are invented for this game.. The real thing would be to choose the architecture that you like the most for each node, by voting for it.
  • Caeryl wrote: »
    The thing is, it is purely cosmetic. 100%, objectively, cosmetic-only.

    Unless they tie content into the racial style (and give they won't even tie a mechanical aspect to the race itself, highly unlikely) then there's no reason to alter the current function which reflects the active contributors most accurately.

    While the raw buildings style is cosmetic it is linked to things which are not.

    It looks like their will be mayor selectable buffs applied to all citizens and the dominant race of a city will open access to applying certain buffs. So their are mechanical effects filtered through the mayoral choices, tradeoffs etc.
  • DepravedDepraved Member, Alpha Two
    Umor wrote: »
    Greetings to the community

    Considering two points, that there will be very popular races and that the architectures are not historically linked to the fantasy of their races, I would like to request a different choice of the architecture of a node, and not because of which majority race has formed it, since we could find that all the nodes or almost, have the same architecture, and miss the beauty of the diversity of the others.

    Vek orcs are not pre-Columbian in fantasy history, nor are empyrian elves Greco-Roman, so it is not disrespectful to disassociate the final constructions from the most popular races, that is, I can choose a race, but like another aesthetic more, and above all, I do not want us to end up in a homogeneity of aesthetics, where the most popular ones occupy the majority of nodes

    I would like to see variety and diversity, and see how you have resolved the best architectures, or even, if there is a mountain, see a dwarf node there, or if there is a deep forest see a py rae there, but above all, see an architecture or vote or have the mayor or luck or another way, and not the popularity of the race, define the architecture.

    Thanks, and it would be great to hear opinions from the community and of course, from some developer.


    Original (non google translator) ____________________
    ________________________

    Saludos a la comunidad

    atendiendo a dos puntos, que habrá razas muy populares y que las arquitecturas no van ligadas historicamente a la fantasia de sus razas, me gustaría solicitar una elección diferente de la arquitectura de un nodo, y no por que raza mayoritaria la ha formado, ya que podriamos encontrarnos con que todos los nodos o casi, tuviesen la misma arquitectura, y perdernos la belleza de la diversidad de las demás.

    los orcos vek no son en la historia fantastica precolombinos, ni los elfos empirian grecoromanos, por tanto, no es una falta de respeto, desasociar las construcciones finales con las razas más populares, es decir, yo puedo elegir una raza, pero gustarme más otra estetica, y sobre todo, no querer que acabemos en una homogeneidad de esteticas, donde las más populares copen la mayoria de nodos

    a mi me gustaria ver variedad, y diversidad, y ver como habeis resuelto las mejores arquitecturas, o incluso, si hay una montaña, ver un nodo enano ahi, o si hay un bosque profundo ver un py rae ahi, pero sobre todo, ver una arquitectura o votar o que el alcalde o que la suerte u otro modo, y no la popularidad de la raza, definieran la arquitectura.

    gracias, y seria genial escuchar opiniones de la comunidad y como no, de algun desarrollador.

    but what if the majority of people don't want a system like this and they just want what the game is currently offering? to make it a competition



    y que tal si la mayoria de las personas no quieren un sistema asi y les gusta lo que el juego actualmente ofrece? hacerlo una competencia
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 18
    Lodrig wrote: »
    Caeryl wrote: »
    The thing is, it is purely cosmetic. 100%, objectively, cosmetic-only.

    Unless they tie content into the racial style (and give they won't even tie a mechanical aspect to the race itself, highly unlikely) then there's no reason to alter the current function which reflects the active contributors most accurately.

    While the raw buildings style is cosmetic it is linked to things which are not.

    It looks like their will be mayor selectable buffs applied to all citizens and the dominant race of a city will open access to applying certain buffs. So their are mechanical effects filtered through the mayoral choices, tradeoffs etc.

    I didn't see anything like that in the wiki when I was looking through it. Was this from the recent interview or somewhere else?

    Edit: Even looking, I was only able to find a livestream comment referencing the unnamed perks (no elaboration) a mayor could grant based on raw population, which is separate from the architectural style determination and also much more niche, as it's a perk only granted to citizens.
  • https://ashesofcreation.wiki/Node_policies

    "There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too" – Chris Justo

    Kalar Industry, Ren Kai Honorbound are screenshot examples. Ther term dominant race means the assigned archtectural style of the node. I do not have any idea how you came up with an alternate definition for the term.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Lodrig wrote: »
    https://ashesofcreation.wiki/Node_policies

    "There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too" – Chris Justo

    Kalar Industry, Ren Kai Honorbound are screenshot examples. Ther term dominant race means the assigned archtectural style of the node. I do not have any idea how you came up with an alternate definition for the term.

    I don't default to game definitions of actual terms typically. That's the same quote I found in reference but no screenshots to go with it without digging through pages, and strangely that livestream postdates the removal of racial perks. But the screenshots don't, which makes me wonder if that's going to end up scrapped (if it hasn't already)

    Having mechanical benefits would be a good perk, and actually makes it more likely to get to some sway toward nodes of a particular style to use specific perks.

    (Then again, we were also told we'd get Gatherer-Raid Boss interactions for a while but as of the last dragon fight that got scrapped.)
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