noaani wrote: » How are daily quest rewards supposed to help a node if they don't reward experience?
Dygz wrote: » noaani wrote: » How are daily quest rewards supposed to help a node if they don't reward experience? If you had adequate reading comprehension and decent logic, you would understand the benefit to the Node, caravan, temple, etc., is the result of stacking from everyone who completes the Daily.
Dygz wrote: » For some reason, it is past your comprehension that what players do actually impacts and changes the world. The Ashes world is dynamic; not static. A Daily Quest to kill one Sladeborne is not just about how that affects the individual player character, it's also about how that depletes the population of Sladeborne and how that depletion affects the Node/region. A Daily Quest to harvest 5 plain wood is not just about how completing the quest affects the individual player character, it's also about how the Node uses that wood to complete repairs or the construction of specific buildings or caravans.
noaani wrote: » Dygz wrote: » For some reason, it is past your comprehension that what players do actually impacts and changes the world. The Ashes world is dynamic; not static. A Daily Quest to kill one Sladeborne is not just about how that affects the individual player character, it's also about how that depletes the population of Sladeborne and how that depletion affects the Node/region. A Daily Quest to harvest 5 plain wood is not just about how completing the quest affects the individual player character, it's also about how the Node uses that wood to complete repairs or the construction of specific buildings or caravans. if I chop down 5 wood, I have that wood. The node doesn't have that wood. If I kill a Sladeborne, before long another one will spawn to replace it. If not, it will be a matter of minutes after launch before all Sladeborne are killed. You are making up game systems and then arguing how others should work based on what you have made up yourself. The ONLY things we know for sure that players contribute to a node is tax (which we do not know the exact method of, but property tax is most likely) and experience (which is awarded to the node in control of the area in which a player gains experience, regardless of that players affiliation). You do not get to make shit up and then claim poor reading comprehension because others haven't made the same shit up.
Wandering Mist wrote: » noaani wrote: » Dygz wrote: » For some reason, it is past your comprehension that what players do actually impacts and changes the world. The Ashes world is dynamic; not static. A Daily Quest to kill one Sladeborne is not just about how that affects the individual player character, it's also about how that depletes the population of Sladeborne and how that depletion affects the Node/region. A Daily Quest to harvest 5 plain wood is not just about how completing the quest affects the individual player character, it's also about how the Node uses that wood to complete repairs or the construction of specific buildings or caravans. if I chop down 5 wood, I have that wood. The node doesn't have that wood. If I kill a Sladeborne, before long another one will spawn to replace it. If not, it will be a matter of minutes after launch before all Sladeborne are killed. You are making up game systems and then arguing how others should work based on what you have made up yourself. The ONLY things we know for sure that players contribute to a node is tax (which we do not know the exact method of, but property tax is most likely) and experience (which is awarded to the node in control of the area in which a player gains experience, regardless of that players affiliation). You do not get to make shit up and then claim poor reading comprehension because others haven't made the same shit up. I don't know if this will apply to animals but the original plan for gatherable resources was to put them into clusters, and once the cluster is depleted it could respawn anywhere in the world. So Dygz is right in the fact that you harvesting resources will affect the world and the other players in it, particularly when it comes to rarer resources. You cannot guarantee that a particular resource will be available in your zone of influence when you need it.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Dygz wrote: » For some reason, it is past your comprehension that what players do actually impacts and changes the world. The Ashes world is dynamic; not static. A Daily Quest to kill one Sladeborne is not just about how that affects the individual player character, it's also about how that depletes the population of Sladeborne and how that depletion affects the Node/region. A Daily Quest to harvest 5 plain wood is not just about how completing the quest affects the individual player character, it's also about how the Node uses that wood to complete repairs or the construction of specific buildings or caravans. if I chop down 5 wood, I have that wood. The node doesn't have that wood. If I kill a Sladeborne, before long another one will spawn to replace it. If not, it will be a matter of minutes after launch before all Sladeborne are killed. You are making up game systems and then arguing how others should work based on what you have made up yourself. The ONLY things we know for sure that players contribute to a node is tax (which we do not know the exact method of, but property tax is most likely) and experience (which is awarded to the node in control of the area in which a player gains experience, regardless of that players affiliation). You do not get to make shit up and then claim poor reading comprehension because others haven't made the same shit up. I don't know if this will apply to animals but the original plan for gatherable resources was to put them into clusters, and once the cluster is depleted it could respawn anywhere in the world. So Dygz is right in the fact that you harvesting resources will affect the world and the other players in it, particularly when it comes to rarer resources. You cannot guarantee that a particular resource will be available in your zone of influence when you need it. That part is absolutely correct. The part he is wrong about is basically anything to do with daily quests. And also anything to do with node advancement. The funny thing about all of this is that with a dynamic world, 10 minute daily quests aren't really possible. You may have known where wood or a specific mob was found yesterday, but there is no guarantee it will be there today, and there are no quest pointers to help you.
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Dygz wrote: » For some reason, it is past your comprehension that what players do actually impacts and changes the world. The Ashes world is dynamic; not static. A Daily Quest to kill one Sladeborne is not just about how that affects the individual player character, it's also about how that depletes the population of Sladeborne and how that depletion affects the Node/region. A Daily Quest to harvest 5 plain wood is not just about how completing the quest affects the individual player character, it's also about how the Node uses that wood to complete repairs or the construction of specific buildings or caravans. if I chop down 5 wood, I have that wood. The node doesn't have that wood. If I kill a Sladeborne, before long another one will spawn to replace it. If not, it will be a matter of minutes after launch before all Sladeborne are killed. You are making up game systems and then arguing how others should work based on what you have made up yourself. The ONLY things we know for sure that players contribute to a node is tax (which we do not know the exact method of, but property tax is most likely) and experience (which is awarded to the node in control of the area in which a player gains experience, regardless of that players affiliation). You do not get to make shit up and then claim poor reading comprehension because others haven't made the same shit up. I don't know if this will apply to animals but the original plan for gatherable resources was to put them into clusters, and once the cluster is depleted it could respawn anywhere in the world. So Dygz is right in the fact that you harvesting resources will affect the world and the other players in it, particularly when it comes to rarer resources. You cannot guarantee that a particular resource will be available in your zone of influence when you need it. That part is absolutely correct. The part he is wrong about is basically anything to do with daily quests. And also anything to do with node advancement. The funny thing about all of this is that with a dynamic world, 10 minute daily quests aren't really possible. You may have known where wood or a specific mob was found yesterday, but there is no guarantee it will be there today, and there are no quest pointers to help you. It depends HOW they do the dailies. If they tried to put WoW-style dailies into Ashes they wouldn't work due to the dynamic nature of the world, but GW2-style dailies could work if implemented properly. When it comes to creating short-duration activities in an mmorpg you really have to think outside the box based on what is happening in the world.