Mojottv wrote: » Hi All, maybe this has been answered somewhere, but i couldn't find the answer. I know that higher level node has to be destroyed for neighboring nodes to be able to level up, so this kind of makes sense to motivate players to siege the nodes, but what is stopping everyone just getting citizenship of bigger level node in stead? Even if there's cooldown, to join new city after leaving old one, you still can do it. So why would anyone want to join lower level node? Is there cap at how many people can be citizens? Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?)
Vyraka wrote: » Mojottv wrote: » Hi All, maybe this has been answered somewhere, but i couldn't find the answer. I know that higher level node has to be destroyed for neighboring nodes to be able to level up, so this kind of makes sense to motivate players to siege the nodes, but what is stopping everyone just getting citizenship of bigger level node in stead? Even if there's cooldown, to join new city after leaving old one, you still can do it. So why would anyone want to join lower level node? Is there cap at how many people can be citizens? Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?) One reason I can see for wanting to level a different node is that the higher level node might be economic, but the citizens want a scientific node for fast travel. Or any combination of that scenario.
Asura wrote: » Mojottv wrote: » Hi All, maybe this has been answered somewhere, but i couldn't find the answer. I know that higher level node has to be destroyed for neighboring nodes to be able to level up, so this kind of makes sense to motivate players to siege the nodes, but what is stopping everyone just getting citizenship of bigger level node in stead? Even if there's cooldown, to join new city after leaving old one, you still can do it. So why would anyone want to join lower level node? Is there cap at how many people can be citizens? Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?) Yes there is a citizen cap
Mojottv wrote: » Vyraka wrote: » Mojottv wrote: » Hi All, maybe this has been answered somewhere, but i couldn't find the answer. I know that higher level node has to be destroyed for neighboring nodes to be able to level up, so this kind of makes sense to motivate players to siege the nodes, but what is stopping everyone just getting citizenship of bigger level node in stead? Even if there's cooldown, to join new city after leaving old one, you still can do it. So why would anyone want to join lower level node? Is there cap at how many people can be citizens? Is there limited housing space? (I've seen somewhere that there's instanced housing as well as open world housing, so just cap for open world housing?) One reason I can see for wanting to level a different node is that the higher level node might be economic, but the citizens want a scientific node for fast travel. Or any combination of that scenario. Well, dont think that would be high enough incentive to go and try to destroy a node, as destroying would be quite time consuming, would require resourses etc etc. If you want other type of node, why not just go somewhere else and join that type of node?
Bricktop wrote: » Just going to pull some stuff off the wiki that I think would attract players to actively siege and defend nodes."A portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node will become lootable to the victors of the siege as spoils of war." "Destroyed freeholds are subject to material loss. Freeholds may be attacked by any player[114] for a period of two hours[21] following a successful siege against its parent node.[115]" "Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[46]" Some of my own thoughts: People will want to destroy nodes and have others be built up to open new content in the world. Certain bosses/events can only happen in certain nodes and it will be up to the players to discover. Things like an ice dragon popping out of a newly leveled node and turning the world frozen for a period of time or until the dragon dies. The node could be under the control of a massive alliance that sets very high taxes that is hated throughout the server and the people of the server want to make life difficult for them. People will want to defend their relics or deny the enemy node/guilds in the areas access to their relic. Non-instanced houses are prestigious, people will want to defend them.Wiki
Bricktop wrote: » I promise you people won't allow themselves to be bullied by a big alliance and do nothing about it. There are 1200 person alliances set to be in the game, and a goal of 8-10k players playing at any given time per server, with 50k accounts per server. All those random smaller guilds will get sick of not being able to compete and they will send diplomatic feelers out to other small groups. You can almost bet on A LOT of different alliances, guilds, and groups of many types and sizes that are all constantly gaining and losing strength, and they will all have a role to play. They WILL go to war with one another, it's just the nature of the beast.
Tyrantor wrote: » Yeah I'm really curious what the smaller guild buffs/abilities look like as well. My initial impression is it would give +health/mana/dmg type of adjustments that would slowly phase out as a guild grew in size to a threshold. Though if guilds can just form alliances to mitigate this and keep the boons offered to being a smaller guild i'm not entirely sure why guilds would maximize their player limit(s) if alliance chat works just the same. They may make different nodes offer different bonus/boons for the guilds. Few examples: Military +DMG+Resistances Divine: +Mana+health regen Scientific: +Int+Mana regen Economic: +Armor+Health
Ventharien wrote: » @Mojottv There are plenty of reasons to want to hit a node. To clear some things up, Guilds don't control nodes. They might have a big influence in the city, could currently have a player sitting as mayor, or just be a majority of the citizenry, but they never 'own' the node. Once someone declares a siege, it's like blood in the water. Anybody can come and join in, and since it will be a pvp zone for the duration, there won't be any corruption penalty. So all it will take is even one person willing to grind for the materials (however long that could be) and make the declaration. So at that point, why wouldn't anyone who wants to pvp, (not even counting anyone with a beef with the node, or guilds inside) come for a chance for loot? As to your original questions, yes there is an effective citizen cap. You can only become a citizen by owning land, and there are limited housing options in every node. Even the instanced housing is tied to an in node apartment building has a finite number of rooms, starting at 50. And people might join a lower than metro node for various reasons, like resource availability, being in a less crowded settlement, wanting to be in a particular node class, so taking a lower leveled one instead of searching for a metro version. We also know there are something that will need to be crafted/gathered/completed, at lower level nodes, Metros can't survive on their own.
Mojottv wrote: » Tyrantor wrote: » Yeah I'm really curious what the smaller guild buffs/abilities look like as well. My initial impression is it would give +health/mana/dmg type of adjustments that would slowly phase out as a guild grew in size to a threshold. Though if guilds can just form alliances to mitigate this and keep the boons offered to being a smaller guild i'm not entirely sure why guilds would maximize their player limit(s) if alliance chat works just the same. They may make different nodes offer different bonus/boons for the guilds. Few examples: Military +DMG+Resistances Divine: +Mana+health regen Scientific: +Int+Mana regen Economic: +Armor+Health to be hones giving buffs, for smaller guilds and phasing out those buffs for bigger guilds i would not agree with, i think if you meet someone 1v1 in the open world, it should be level playing ground. so discouraging big guilds due to buff dampening i would not agree with. I'd rather would like to see something, like caps on citizenship, free holds etc, so that big guilds would not have enough space in one node, thus people be forced to divide and create theyr own guilds to compete.
Tyrantor wrote: » I'm sort of interested to see what happens to the low level nodes once the game has been around for a while. I mean will they be populated due to limited housing in the larger nodes or will they be empty because people have fled to the larger nodes / freeholds for end game services/content.