Tyrantor wrote: » Ahh yes clearly I'm way off on the guard thing
noaani wrote: » Those of us that have been on these forums for a while (I think I am about 3 years when you include the original forums) have seen this a number of times. People see a thing they vaugely recognize from another game, and assume the basics of the system are the same. Without exception, these people would be best served if they asked others if what they think is right, rather than telling those same people that they are right. This is especially true when the people they are talking to have been following the game for years. So, once again, you are wrong.
noaani wrote: » Rather, leadership of nodes will function similarly to Archeages Hero elections (Archeage happens to he a game that has heavily influenced Steven and thus the development of this game). Sure, some players from some top guilds will be in the leadership roles at times, but that is as a result of individual effort, as "the guild" they are in gains nothing from them being in those positions, and so "the guild" instead focuses guild time and resources on things that "the guild" benefits from - which in Archeage also included castle sieges, among other things.
noaani wrote: » Nodes, however, offer nothing to the guild, and so guilds won't spend time or resources on them as long as there are things out there that the guild can spend those resources on instead that will actually benefit the guild.
noaani wrote: » Nodes in this cluster can't declare war on each other, and if the metropolis is sieged, all citizens of all nodes in the cluster are automatically listed as defenders.
noaani wrote: » No farther off than you are with anything else.
Tyrantor wrote: » Controlling (not owning) a node could provide advantages over other guilds/nodes in the game.
Tyrantor wrote: » You also do a good job of telling me i'm flat out wrong on everything but you've failed to even counter any of the points i've made that would at a minimum in theory prove yours wrong.
leonerdo wrote: » If nodes serve the whole community equally, then the decisions made by the mayor are either good for everyone or bad for everyone.
Tyrantor wrote: » The way you're describing the Nodes to me here sounds like they just as well be NPC cities. You're essentially suggesting that they are simply paths of travel for farming/gathering.
Tyrantor wrote: » While I on the other hand am suggesting that they will be used in addition to and in my opinion more importantly to advance characters through crafting, skill advancement, item availability etc etc. Essentially what i'm saying is that Nodes will be valuable assets to guilds for members advancing their skills and items. Controlling (not owning) a node could provide advantages over other guilds/nodes in the game. Essentially I find they will be more valuable to guilds than not otherwise the siege mechanic in the game wouldn't make much sense as a whole outside of creating additional questing areas/farming.
Tyrantor wrote: » If nodes within a cluster can not siege eachother as you point out. This seems like a potential flaw in the "cluster" system you describe above. For example let's say one guild within a cluster controls one of the smaller nodes (through all their members holding housing) - then this guild just PKs all other players within their cluster. Yes it's likely they would become corrupt (again if no one fights back or is tagged as combatant within the cluster). Not being able to remove this node/guild from their own cluster through siege seems a bit odd to me.
Jamation wrote: » I'm not as experienced as a lot of these guys, but I'll help clear up some of the misunderstandings, but forgive me if I'm wrong.
Jamation wrote: » I'm not as experienced as a lot of these guys, but I'll help clear up some of the misunderstandings, but forgive me if I'm wrong. Tyrantor wrote: » I don't necessarily see how that is involved with guild behaviors. I think I need more clarity or a specific example on how you think this would benefit a guild that "controls" a node? I can't think of anything that fit in with your example, but I could easily be missing something. However, if the example is a guild controls Node A, they'd gain an advantage in crafting or item availability over other guilds, that's not really correct. The resources and facilities would be able to be used by anyone and everyone that visits the town and it would actually hinder the towns growth and development if the sites had limited availability to players, so it's in the "controlling" guilds best interest to allow players access to the node and focus their time on other developments. Tyrantor wrote: » If nodes within a cluster can not siege eachother as you point out. This seems like a potential flaw in the "cluster" system you describe above. For example let's say one guild within a cluster controls one of the smaller nodes (through all their members holding housing) - then this guild just PKs all other players within their cluster. Yes it's likely they would become corrupt (again if no one fights back or is tagged as combatant within the cluster). Not being able to remove this node/guild from their own cluster through siege seems a bit odd to me. Also some information from the wiki: "Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them." "Vassal nodes cannot declare war on their parent node or any of their vassals." "Citizens of vassals are bound by the diplomatic states of the parent node." Basically, civil war won't be a thing. However, a player can denounce their citizenship to a node and move to a different node or assist in a war against a node if they aren't happy with how things are operating. Citizenship is basically like pledging your life and loyalty to your nation. This is also a place where thinking guild influence on a node is more than it could be. The politics of guilds is outside the realm of the politics of nodes. If guild A doesn't like guild B they can simply declare war on them and fight a good ol GvG without nodes coming into play. If guild politics were intertwined with node politics it would almost force guild members to all claim citizenship in a singular node, which as described, wouldn't be as beneficial to a guild as having them slightly spread out. Great post very well explained. Hope everyone enjoyed their 4th of July from here in the states. Here are my follow up questions to the points you raised above that I need clarification on if you or anyone else can chime in here. Regarding the "civil war" aspect of the Vassals/neighboring Nodes. "You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[80] – Steven Sharif" What exactly makes a Node a rival regarding your own Node's advancement if not a node from within the same node system as your parent? Would this not essentially be Civil War per described above? That explanation of trying to prevent a node's advancement sounds a lot like it is specifically designed so that Nodes within a parent node can fight for advancement. From where I'm sitting it seems like this action would also then be guild oriented more than a bunch of random guild(s) that can freely travel between the Nodes. Even in an event this is some neighboring Node "cluster", what would be the point in a siege if you can simply just stroll over and use their facilities, or travel where ever is required to utilize the specific node needed for your benefits? In regards to city guards is it a foregone conclusion that guards are automatically provided by the city as NPCs or do they require some form of activation/payment from the mayor/inner council to actually exist in a Node? If they are not free, or a guild/mayor can choose to have them or not it would open up the prospects of PVP within a node at limited exposure outside of corruption. In regards to guild advantages - my idea here was more specifically related to potential dungeons, resource or other items by proximity that might be rare or more valuable for some reason. In addition to early game advantages of being the first Node with a blacksmith or other crafting abilities that they can gear up their players for quicker leveling, farming, questing etc. Possibly at later levels a specific node correlates with a rare dungeon system, quest line or other that provides legendary items, controlling this and limiting outside access (however possible, IF possible) seems like a huge advantage.
Tyrantor wrote: » I don't necessarily see how that is involved with guild behaviors. I think I need more clarity or a specific example on how you think this would benefit a guild that "controls" a node? I can't think of anything that fit in with your example, but I could easily be missing something. However, if the example is a guild controls Node A, they'd gain an advantage in crafting or item availability over other guilds, that's not really correct. The resources and facilities would be able to be used by anyone and everyone that visits the town and it would actually hinder the towns growth and development if the sites had limited availability to players, so it's in the "controlling" guilds best interest to allow players access to the node and focus their time on other developments. Tyrantor wrote: » If nodes within a cluster can not siege eachother as you point out. This seems like a potential flaw in the "cluster" system you describe above. For example let's say one guild within a cluster controls one of the smaller nodes (through all their members holding housing) - then this guild just PKs all other players within their cluster. Yes it's likely they would become corrupt (again if no one fights back or is tagged as combatant within the cluster). Not being able to remove this node/guild from their own cluster through siege seems a bit odd to me. Also some information from the wiki: "Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them." "Vassal nodes cannot declare war on their parent node or any of their vassals." "Citizens of vassals are bound by the diplomatic states of the parent node." Basically, civil war won't be a thing. However, a player can denounce their citizenship to a node and move to a different node or assist in a war against a node if they aren't happy with how things are operating. Citizenship is basically like pledging your life and loyalty to your nation. This is also a place where thinking guild influence on a node is more than it could be. The politics of guilds is outside the realm of the politics of nodes. If guild A doesn't like guild B they can simply declare war on them and fight a good ol GvG without nodes coming into play. If guild politics were intertwined with node politics it would almost force guild members to all claim citizenship in a singular node, which as described, wouldn't be as beneficial to a guild as having them slightly spread out.
Tyrantor wrote: » What exactly makes a Node a rival regarding your own Node's advancement if not a node from within the same node system as your parent?
Tyrantor wrote: » In regards to city guards is it a foregone conclusion that guards are automatically provided by the city as NPCs or do they require some form of activation/payment from the mayor/inner council to actually exist in a Node?
Tyrantor wrote: » In regards to guild advantages - my idea here was more specifically related to potential dungeons, resource or other items by proximity that might be rare or more valuable for some reason. In addition to early game advantages of being the first Node with a blacksmith or other crafting abilities that they can gear up their players for quicker leveling, farming, questing etc. Possibly at later levels a specific node correlates with a rare dungeon system, quest line or other that provides legendary items, controlling this and limiting outside access (however possible, IF possible) seems like a huge advantage.
noaani wrote: » As it stands right now though, you are unable to siege your parent node, or any vassals of that parent node. There is rivalry as long as there is advancement to be had, but once one node makes another a vassal, that rivalry ceases. From what I can tell, city guards are a given, but there is potential for a mayor to add more. Nodes will want more guards though, as they will assist in sieges - and it would be safe to assume that a node with fewer guards will make for an easier target in a siege. Also, since most node services are suspending during the declaration period of a node siege (the time between when someone declares a siege and when the siege actually happens), it is safe to say that a mayor will be unable to purchase additional guards in this time. As such, you would want to have them in place all the time. Since content level is tied to node level, this means they need to level a node up at the same pace they level themselves up. This is only possible with many, many players. One or two thousand players will be involved on leveling up the first metropolis on each server.
Tyrantor wrote: » They could very easily control most/all of the citizenship at some of their larger node
Tyrantor wrote: » Yes there would be player migration to larger cities for advancement however at early game levels guilds with 300+ members would have a substantial advantage for leveling specific nodes/clusters hence drawing more potential randoms to their Node(s) for advancement.
Tyrantor wrote: » Do they specifically say "any vassals of the parent node" or are they referring to Vassals nodes directly under your node? City guards, where do you see they are a given? Also since these guards are going to be involved in sieges they will not be the typical NPC guards that can just insta kill people. Unless the siege mechanic changes their stats. This would mean that a guild could simply camp the guards/respawn to control the city for pvp. Obviously at low levels this would be unlikely but since the guard level/skill should mirror the node stage. In my best guess I would think that guards will become available at node stage 3 and would equal level 30 NPC. Each node level from there would likely increase the guard level by 10 i.e. Lvl 4 node = lvl 40 NPC guards etc. From what I can read the mayors can hire mercenary NPCs for sieges, this could mean offensive and/or defensive NPCs it doesn't specify defensive only and since the attacking side may also have a Mayor it could potentially add them also. I have to imagine that the game is going to have more political aspects to the node systems than just simply during advancement mode. Rivalry could mean caravan assaults from neighboring guilds/node citizens that causes one node to the verge of war. Considering the costs of a siege it seems unlikely that being able to siege a competing node prior to a parent node existing would be the only applicable time period. (to me). While I understand the more players available the faster a node levels. Since node leveling will mostly be capped by it's current citizens verus players passing through I believe that again this is going to be more guild driven than not. For example- if 10,000 players get dumped into a server at launch and they start spreading out across the world again per the simple math we're talking roughly 80x/each node development. Yes there would be player migration to larger cities for advancement however at early game levels guilds with 300+ members would have a substantial advantage for leveling specific nodes/clusters hence drawing more potential randoms to their Node(s) for advancement. They could very easily control most/all of the citizenship at some of their larger node(s) and as people continue to level at the lower ones they would then flow into the larger one and help advance it (plus the additional bonus from the vassal nodes feeding their primary node EXP).