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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Opulence
Knotti
Member, Alpha One, Alpha Two, Early Alpha Two
Opulence Rating could be increased by the amount of items of "Opulent Quality" within a Node. These items would function similar to a Relic in the Reliquary.
Opulent quality items are items that only serve one purpose - to be luxurious. These items are used by being put on display in Player Housing and Guild Halls. All items of Opulence owned within a Node contribute to the Overall Opulence Rating of the Node. How much Opulence each individual Player Housing or Guild Hall is contributing would not be given information and to find that out would take word of mouth or observation. Having a higher Overall Node Opulence Rating could come with benefits such as Increased Morale. Which would give a very slight overall production buff after a threshold of Opulence Rating is met such as (this would take a lot of items to accumulate)Level 1 +420 Overall Rating=1.69%, Level 2 +1000 Overall Rating=3.38% increase to things like gather/process/craft speeds or yield and combat restoration; but these buffs would cost every Citizen of the Node Tax. Pursuing Opulence might not align with the morale of all Citizens. These Citizens may choose to sell anything of Opulence they come across as they would carry a heavy price tag due to rarity. Others may have political reasons to oppose Citizens of their Node collecting such items.
Whether or not you or your guild spends the resources to pursue the collection of these types of items or sell them will be choice. Perhaps on some servers these items will have no value as luxury is after all "just looks". Though once a server collects enough to start buffing Nodes, they might increase in value quickly. Nodes that start increasing Opulence may attract others of the same mindset. Increasing Opulence will have the benefits of Snazz and very slight bonuses, but will also attract the attention of potential attacks.
Mayors would be able to view the overall rating of other nodes.
Items of Opulence could be obtained through all systems in the game at a rarity.
These are just ideas; need to fill in the blanks
Fishing - Identify a Trophy Fish and mounting it
Herbalism - Identify Opulent Quality plants or Find a Four Leaf Clover for display
Hunting - Identify an Opulent Quality Pelt or mount a Trophy Rack or Tooth for display
Lumberjacking - Identify a Burl
Mining - Identify Opulent Quality Gems or Precious Metals (large and small)
Alchemy -
Animal Husbandry - Identify a raised Prize Animal for display
Cooking -
Farming - Plant and keep a Bonzai Tree
Lumber Milling - Cut a Burl into usable wood
Metalworking - Forge/Purify Precious Metals into larger bars (for armour and weapons)
Stonemasonry - Ability to cut Opulent Quality stones for display (large)
Tanning - Process Opulent Quality Skins for furniture
Weaving -
Arcane Engineering - Lamps with fancy lighting within dwellings.
Armour Smithing - Create Precious Armour
Carpentry - Ability to create woodwork from Burls
Jeweler - Create Opulent Jewelry.
Leatherworking - Etching Leather for furniture
Scribe - Create Scroll of Fire Colour (scroll that can change the lighting of a fire)
Tailoring - Create Luxurious Clothing
Weapon Smithing - Create Precious Weapons
Items of could be found on treasure map locations
Random drops
Just another system for an already system heavy game.
Opulent quality items are items that only serve one purpose - to be luxurious. These items are used by being put on display in Player Housing and Guild Halls. All items of Opulence owned within a Node contribute to the Overall Opulence Rating of the Node. How much Opulence each individual Player Housing or Guild Hall is contributing would not be given information and to find that out would take word of mouth or observation. Having a higher Overall Node Opulence Rating could come with benefits such as Increased Morale. Which would give a very slight overall production buff after a threshold of Opulence Rating is met such as (this would take a lot of items to accumulate)Level 1 +420 Overall Rating=1.69%, Level 2 +1000 Overall Rating=3.38% increase to things like gather/process/craft speeds or yield and combat restoration; but these buffs would cost every Citizen of the Node Tax. Pursuing Opulence might not align with the morale of all Citizens. These Citizens may choose to sell anything of Opulence they come across as they would carry a heavy price tag due to rarity. Others may have political reasons to oppose Citizens of their Node collecting such items.
Whether or not you or your guild spends the resources to pursue the collection of these types of items or sell them will be choice. Perhaps on some servers these items will have no value as luxury is after all "just looks". Though once a server collects enough to start buffing Nodes, they might increase in value quickly. Nodes that start increasing Opulence may attract others of the same mindset. Increasing Opulence will have the benefits of Snazz and very slight bonuses, but will also attract the attention of potential attacks.
Mayors would be able to view the overall rating of other nodes.
Items of Opulence could be obtained through all systems in the game at a rarity.
These are just ideas; need to fill in the blanks
Fishing - Identify a Trophy Fish and mounting it
Herbalism - Identify Opulent Quality plants or Find a Four Leaf Clover for display
Hunting - Identify an Opulent Quality Pelt or mount a Trophy Rack or Tooth for display
Lumberjacking - Identify a Burl
Mining - Identify Opulent Quality Gems or Precious Metals (large and small)
Alchemy -
Animal Husbandry - Identify a raised Prize Animal for display
Cooking -
Farming - Plant and keep a Bonzai Tree
Lumber Milling - Cut a Burl into usable wood
Metalworking - Forge/Purify Precious Metals into larger bars (for armour and weapons)
Stonemasonry - Ability to cut Opulent Quality stones for display (large)
Tanning - Process Opulent Quality Skins for furniture
Weaving -
Arcane Engineering - Lamps with fancy lighting within dwellings.
Armour Smithing - Create Precious Armour
Carpentry - Ability to create woodwork from Burls
Jeweler - Create Opulent Jewelry.
Leatherworking - Etching Leather for furniture
Scribe - Create Scroll of Fire Colour (scroll that can change the lighting of a fire)
Tailoring - Create Luxurious Clothing
Weapon Smithing - Create Precious Weapons
Items of could be found on treasure map locations
Random drops
Just another system for an already system heavy game.
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