Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Broken Citizenship Features

My 3 frustrations with how currently citizenships benefits and responsibilities work:
- Some of the node rewards are fairly unique. Such as cloaks. For some reason nodes only offer 1 type of such cloak, usually with stats for physical or magical classes. This forces you to become a citizen of a specific node if you want cloak with stats which are important for your class. Why? Cloak can be also put on ONLY if you are still a citizen of that node. Good luck with enchanting or swapping gear if you switched citizenship since. This whole situation is one of the most bizarre design decisions I have seen in the game so far.
- If you denounce citizenship you lose access to all extended storage you have purchased until you become a citizen again. Why? I have paid for it. Furthermore, if you ever regain citizenship, then a common bug can wipe your items in the resource storage. This has been acknowledged, and was supposed to be fixed last week. Also affected people were supposed to reimbursed with the lost items. This hasn't happened yet.
- The current tax system doesn't make sense. Why someone who becomes a citizen later pays more taxes than earlier joiners? Also as a person who switched citizenship to obtain a cloak from another node (due to the reason stated above), I'm suddenly paying far more tax, despite being a major contributor to the mayoral commissions.
- Mayoral commissions usually involve submission of resource which involve multiple gathering, and processing professions. This feels really artificial for sake of forcing player interaction and "teamplay". In reality it is just frustrating. This adds to issues with storage. It also highlights deficiencies of the UI, and how poorly streamlined the in-game storage, processing and crafting systems really are. "I'm sorry boss, I'm just a miner, I cannot provide you with stone, metal or precious stones, because I apparently those much needed resources can be only submitted with wood and pre-cut gem stones."
My lungs taste the air of Time,
Blown past falling sands…
Blown past falling sands…
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Comments
* Yeah, the cloaks are still pretty basic. I imagine these will be expanded as the development progresses. I'm a Physical Melee character in a node that has a Mana cloak. It is a shame, but I don't see it as a priority right now when there are so many more important things need resolving first.
* Why should you keep your Citizenship benefits when you're not a Citizen?
* Were you a major contributor before you switched, or after?
* Upkeep of current buildings and construction of new buildings would need resources. This seems sensible, to me.
Yes, I was one of the first node citizens, and contributed to the commissions before being forced to switch citizenship to obtain a decent cloak for my class. After coming back my taxes went up from something like 4 green glints to 32. The whole system makes very little sense, and feels artificial and poorly explained.
I don't have a problem with resource cost for building maintenance. I have a problem with extremely restrictive way you can contribute those resources. I cannot just submit 200 wood. I have to submit granite and wood, or basalt and copper. Cut rubies AND whatever other resource. This feels restrictive and far from a streamlined experience. It just adds to all the issues with UI, storage and player cooperation.
Blown past falling sands…
I don't see the value in contributing to Nodes, just go to the one that has the tables you need, if you don't craft then do you really need a Node? Even if you craft... The extra storage is nice, but that can be solved with a couple mules...
I just don't see the appeal. Maybe it'll change for the better as more systems come online. Or I'll avoid contributing to Nodes altogether, if I'm forced to contribute for some reason, it better be fun damnit. Really there should be incentive to contribute to a Node and more incentive to defend it. I think a Mayor or the Node should be able to become hostel to players in different nodes or select guilds or no 'branded' players, if they chose to be an isolationist Node but they're creating a bunch of crafting tables then maybe that'd give someone incentive to be a citizen and contribute. So much cool stuff could be done, that's not just grind gather battle repeat.
Time will tell, still more to come.
it seems alot of features that would make you wanna care about a node is missing atm such as housing, relics, policies, node super power ability, teleportation from scientific, auction houses, citizened reduced taxes, organisations and religions and so on will have to see how it plays out then with the additional things. but yes atm there no reason to be citizen except to get cloak and extra bank space.
I do hope we can vote to exile people cause some people are just right a holes and would be nice if they can be banished by majority vote however i see that potentially be abused by zerg guild since they can win the majority vote to boot people and then they loose there housing or freehold for the zerg guild to then claim and what not.