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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.
Nodes & Flavor of the Month
Greetings,
I've attempted to research, but didn't find any kind of finite answer, or perhaps it's not been revealed yet.
My question is this:
If nodes grow stronger as players quest in that particular region , obviously, there's going to be a few key nodes out there that will in effect be the "major cities". Since the major cities will draw most player population and people will be questing in that region as a result, how feasible will it really be to bring those cities down to ashes and have others rise?
It seems to me that things might be volatile for the initial release, but afterward become stable by default. Are zones with lower level nodes going to offer quests, loot or other incentive to complete them to keep the balance shifting? If so, what would be the point of loyalty to a particular node (trying hard not to use the word faction, here) be? If being loyal to a node results in diminishing returns, it seems kind of pointless to focus on node leveling?
Even if the largest guilds in the game were to focus their attention on a low level node to get it to level and tip balance away from one of the major cities, the sheer number of soloists questing in and around the major cities would make their efforts irrelevant, no?
As a solo player, I'm envisioning hanging out around the major cities for convenience sake more than anything else. Good trade, housing options, top=tier everything. Is there some kind of plan for this? It seems like nodes are a major focus of the game, but beyond the first few months, I don't see much volatility there.
I've attempted to research, but didn't find any kind of finite answer, or perhaps it's not been revealed yet.
My question is this:
If nodes grow stronger as players quest in that particular region , obviously, there's going to be a few key nodes out there that will in effect be the "major cities". Since the major cities will draw most player population and people will be questing in that region as a result, how feasible will it really be to bring those cities down to ashes and have others rise?
It seems to me that things might be volatile for the initial release, but afterward become stable by default. Are zones with lower level nodes going to offer quests, loot or other incentive to complete them to keep the balance shifting? If so, what would be the point of loyalty to a particular node (trying hard not to use the word faction, here) be? If being loyal to a node results in diminishing returns, it seems kind of pointless to focus on node leveling?
Even if the largest guilds in the game were to focus their attention on a low level node to get it to level and tip balance away from one of the major cities, the sheer number of soloists questing in and around the major cities would make their efforts irrelevant, no?
As a solo player, I'm envisioning hanging out around the major cities for convenience sake more than anything else. Good trade, housing options, top=tier everything. Is there some kind of plan for this? It seems like nodes are a major focus of the game, but beyond the first few months, I don't see much volatility there.
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Comments
There will also be certain types of nodes (Military, Economic, Scientific and Religious if I recall correctly) which could mean that certain players would rather have a military metropolis than an economic one, whatever that will mean for the players.
So the volatility will come from opposing needs/ideals/desires of the player base who will fight over not only which nodes get to reach metropolis stage, but also which ones get to stay there. That's how I've interpreted it at least!