Alundril wrote: » Ah isn't there a node degradation where in if the exp received by the node is not maintained, a node might delevel?
grisu wrote: » I mean, I just show up to the siege as a defender and sabotage "my own team" by miss appropriating ressources. I don't see the issue not being able to attack. <smirk>
mazh wrote: » Nodes 6 in theory will have the most well equiped players, can't all node 6 people make an alliance and keep protecting their nodes together against other less well equiped nodes?
Shaladoor wrote: »
geographical region is equal to its base ZOI.
It's been stated that at no point will you ever be on the map and not be within some nodes ZOI.
So what happens when a node levels up to level 1? Would its ZOI overlap with surrounding level 0's? Or are you suggesting that its ZOI would grow and then "push out" the level 0's, and the overall size of the ZOI of the 0's would shrink?
Ashes of Creation Wiki wrote: The more advanced the node is, the larger its ZOI becomes.[1]x
Shaladoor wrote: » I appreciate the patience and the graphs Caeryl! So that all makes more sense and is definitely more complicated than how I was originally understanding it. I was stuck seeing the system in a particular way, and that first picture was enough to let me see things differently. I also think the most interesting part of that first picture is on the right side. There is a blue area overlapping a pink area, and just judging by how the overlapped area appears to be highlighted blue, it appears that the blue area has overtaken part of the pink area. I'm also wondering if it's going to be possible for nodes to be completely overlapped by more than one node. Judging by the second picture, that certainly seems possible. I'm also wondering if it's going to be possible for a node to have more than one parent... I'm assuming not. That might make the whole hierarchy of nodes/vassals/parents get a little murky. I find this whole system fascinating. I also wonder if players are going to have access to a map like the first one, and if they'll be able to see the boundaries of the nodes within the world.
Caeryl wrote: » Shaladoor wrote: » I appreciate the patience and the graphs Caeryl! So that all makes more sense and is definitely more complicated than how I was originally understanding it. I was stuck seeing the system in a particular way, and that first picture was enough to let me see things differently. I also think the most interesting part of that first picture is on the right side. There is a blue area overlapping a pink area, and just judging by how the overlapped area appears to be highlighted blue, it appears that the blue area has overtaken part of the pink area. I'm also wondering if it's going to be possible for nodes to be completely overlapped by more than one node. Judging by the second picture, that certainly seems possible. I'm also wondering if it's going to be possible for a node to have more than one parent... I'm assuming not. That might make the whole hierarchy of nodes/vassals/parents get a little murky. I find this whole system fascinating. I also wonder if players are going to have access to a map like the first one, and if they'll be able to see the boundaries of the nodes within the world. There’s plans for a cartographer profession, but we don’t have many specifics on it besides that they’ll be able to create and sell maps which... well I assumed as much lol.
wiplasher4 wrote: » Caeryl wrote: » Shaladoor wrote: » I appreciate the patience and the graphs Caeryl! So that all makes more sense and is definitely more complicated than how I was originally understanding it. I was stuck seeing the system in a particular way, and that first picture was enough to let me see things differently. I also think the most interesting part of that first picture is on the right side. There is a blue area overlapping a pink area, and just judging by how the overlapped area appears to be highlighted blue, it appears that the blue area has overtaken part of the pink area. I'm also wondering if it's going to be possible for nodes to be completely overlapped by more than one node. Judging by the second picture, that certainly seems possible. I'm also wondering if it's going to be possible for a node to have more than one parent... I'm assuming not. That might make the whole hierarchy of nodes/vassals/parents get a little murky. I find this whole system fascinating. I also wonder if players are going to have access to a map like the first one, and if they'll be able to see the boundaries of the nodes within the world. There’s plans for a cartographer profession, but we don’t have many specifics on it besides that they’ll be able to create and sell maps which... well I assumed as much lol. I was discussing this with people when we were talking about the scribe profession. We pretty much came to the conclusion the same great thing allowing us to play the game ruins the idea. The internet lol
vmangman wrote: » "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." Those are quotes from the wiki.
ServNiQ wrote: » While it's understandable that vassal nodes might be unhappy with their metros and parent nodes and what not, you forget that they'll also be benefiting from things like the reliquary (I think that's what it was called) which gives the city and citizens benefits from their accomplishments, which gives an incentive to grow with their parent node. Sure it might be a little sad that maybe your city can't become a metropolis, but not everyone wants to live in the big city. If you're unhappy with the state of things, well the mayor changes pretty frequently, (you can always just suck it up), there's nothing stopping you from leaving, and if you really want you can always make a stand of some sort, be it rebellion or what have you. However, it should be understood that the metropolis is not the end all be all of the game. For example, you could always be an influential figure in your religion's faction or say something like the scholar or thieves' guild. You could always start your own business in the big metro where there's more people while your home is back in your level 4 town. Or maybe you go it alone and do some PvE content. Point is, there are so many different systems other than the node system that, while the problems you're talking about could be an issue if the game was solely based on just the node system, the node system is really just one of many different systems meant to enhance your experience in the game. Also, it should be hard to attack a metropolis. There should be actual effort to siege one successfully. You think you can just rebel or attack the land's capital willy nilly? There are not only high level adventurers in there, you got the mayor's giant mount with AoE damage coming your way, they got city benefits from the reliquary, and they got their city fortifications, in addition to any guilds that might be stationed there. You're gonna need a whole lot more than a group of friends to take that on. And honestly, that's how it should be. If you're asking for an easy way for your city to become the local 'numero uno', then it should be just as easy for your city to get taken down to. We'll see how things turn out though, I could always be totally wrong, but this is going to be a game where you have to invest, and there's always someone who has invested more than you into something. Tell me if I'm wrong, but I honestly don't think it's going to be an issue, and if it is, then the devs will do something about it.
CROW3 wrote: » Hm... I tend to think of node development and stability from an inertia perspective. It takes an amount of energy to advance a node. If there is more energy to advance the node than oppose its growth, then the node will advance. Likewise, each time a node advances it will take a larger force to counter the stability of that node. It will take a huge amount of effort to get a node to level 6, and therefore should take a massive effort to siege that node. I think this is pretty intuitive & acceptable. It also brings a bit of stability to a node / nation and the freeholds / allies that depend on the node.