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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Game Wardens: Sub-Profession to Control Spawns Around Nodes?

So, in the pursuit of trying to make each Node-experience unique, perhaps there should be a sub-profession available to moderate or offer semi-control (but not complete control!) over the spawns that will be in-existence around each node?
Certain qualities of materials or even sacrifices of rare loot drops could be included in the setting of a Node's spawns for the next 7 days, to - for example - ensure a chance that even more of that loot/drop comes from the drops of the now semi-determined spawns around a specific node.
As some things will be determined by drop-based loot, perhaps there could be some sembalance of determining what the spawns will be(i.e. perhaps via a sub-profession), around each of the settled nodes?
Certain qualities of materials or even sacrifices of rare loot drops could be included in the setting of a Node's spawns for the next 7 days, to - for example - ensure a chance that even more of that loot/drop comes from the drops of the now semi-determined spawns around a specific node.
As some things will be determined by drop-based loot, perhaps there could be some sembalance of determining what the spawns will be(i.e. perhaps via a sub-profession), around each of the settled nodes?
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Comments
hmmm
are we just talking only aesthetics? or ability types of these spawns too?
EDIT:
other than drop manipulation obviously
"Throw another Elf on the fire boy's!"
I do also think that there is room for a lot more like Oracle, Archaeologist...
However, that seems like it would be something thats best implemented with one of the expansions post launch
Agreed.
We have a ton of great ideas from the community but I really need to see the Node System and combat in action before I get on board for any additions to the core game. An expansion dedicated to fleshing out professions and economics sounds great though
"Throw another Elf on the fire boy's!"
Ha! My thoughts exactly.
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Aye! This feels more like content for later addition, rather than launch-material. No sense in adding systems pre-launch, when we've already got delays.
Hadn't thought of it as drop-manipulation before, but yes - in a sense, this could well constitute such a thing. That would be the overall purpose of such a system: to partially determine materials/drops from the creatures that you are making appear, around the Node.
Would this neccessarily be a bad thing? Perhaps it could be the reward for such a sub/mini-game?