Dygz wrote: » I have no idea what you mean by “if you leave it alone, you arent missing anything aside from being denied the ability to return to normal.”
Dygz wrote: » Who says that players can’t ally with Ancients and earn something by helping them stay in control of a Castle?? It’s probably more likely that a Guild will get better stuff from owning a Castle.
Dygz wrote: » Who says that players can’t gain anything by allying with the Goblins? An Ice Wizard might gain quite a lot from allying with a Winter Dragon - especially since their abilities will be stronger during winter.
Dygz wrote: » And it all progresses the story one way or another, for good or for ill, so…I don’t understand what content is missing. It’s just different content.
Dygz wrote: » What is your suggestion supposed to encourage? King Atrax and his horde marches across the world and what? We’re going to try to stop that the same as we try to stop any other threat. Or let it play out so we can see what happens.
Dygz wrote: » As far as I know, Corruption does not spread. Where is the info on Corruption spreading to a Region?? I know nothing about Corruption timers. Where is that info??
DarkTides wrote: » I wanted to know if they had made any mention of NPC armies and their ability to traverse the landscape...gave an example using King Atrax, to help identify what I meant and hoped would be possible....curious if they overcame the technical issues EQNext apparently had with NPCs traveling long distances(zonelines I guess)..and if Unreal 5 helped resolve this, due to how much larger the world can now be..
DarkTides wrote: » Seems like the Ancients are being portrayed as the main baddie that we are all fighting against, does it not?
DarkTides wrote: » From the events wiki: Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.
DarkTides wrote: » To your point though, if you really want bad things to happen to an opposing guild/node or w/e, I suppose you may try to hinder them from halting the corruption spread near their node by PKing them, and in that sense, sure, it may help you if corruption spreads in their area. The plight of others is your reward.
DarkTides wrote: » If the forest burning as opposed to not burning is what you consider content, then yes, the content is different, but this is not the content I'm referring to and I think you know that very well. Do you gain anything from being prevented the harvesting of lumber, as you watch your money maker get burned to the ground? The incentive is to put out the fire so you can return to harvesting lumber. The content here is the economic impact of the lumber trade, not something as trivial as watching the forest burn. That's just sparkles. Lumber harvesting removed, you need to do something to get it back.
DarkTides wrote: » Now, instead of a forest on fire, it's the corn fields that you're now blocked from getting....whatever is causing that is what you need to stop to be able to get back to being able to get the corn. "Back to normal"
DarkTides wrote: » With respect to the Ancients and their castle...since they are the main antagonists, it just seems unlikely that we are supposed to help them. Could be a secret they are holding onto, or an idea that's on the backburner, but I think if we could, they would have said so, at least for this. That's a main feature, if so.
DarkTides wrote: » Well, my suggestion is more realistic and reflective of what transpires in reality, along with fantasy novels and movies. It's just cooler that way. I was initially asking if this was possible, or if technical issues prevent this from occurring. If they can't do it, then by default, NPC armies cannot march across the lands over great distances and they have to come up with some other way to simulate something close to this...which is spontaneously poofing from out of nowhere, in any given local area, based on the trigger that caused it to happen.
DarkTides wrote: » If an NPC faction like this could exist, and provide a significant threat, whereby it can behave as players do with nodes etc, that might be one cool way to breathe life into the world.
Dygz wrote: » Corruption spreading is found in the events section of the wiki, quote from Steven. It's also mentioned in the youtube video that you linked, where Steven is talking about events.
DarkTides wrote: » It seems like when corruption spreads, it spreads to a region, but the effects are local, like monster attacks are more frequent in those areas.. but they spawn out of nowhere and remain local, despite a region being affected... a timer is ticking... if you dont defeat a certain local areas corruption, when that timer is finished counting the next local area gets affected, and then things randomly spawn there... nothing actually physically moves around.
DarkTides wrote: » The timer ticking, when Steven says that, it's not a literal timer/clock at the top of your screen, or at least thats not what I believe he means. If you need to be to work by 7am and its 6:50am, you have 10 minutes or you're late. If you need to reach 6000 clicks on your car before you bring it in for scheduled maintenance, then who knows when that happens. Depends how much driving you do. In each case, a timer is ticking, as in, its just a matter of time.
Dygz wrote: » DarkTides wrote: » If an NPC faction like this could exist, and provide a significant threat, whereby it can behave as players do with nodes etc, that might be one cool way to breathe life into the world. What you wrote is that you want the AI in Ashes to behave like players. The AI in Ashes is not going to behave like players. The AI in Warcraft and Starcraft does not behave like player characters in an MMORPG. If all you are saying is that you want the AI to move across the land and attack Nodes, we see a glimpse of that with the Goblins in the Events demo. But, no, AI is not going to be building and progressing Nodes in Ashes. Where is the dev quote that led you to believe "nothing actually physically moves"? UE5 really has nothing to do with whether or not the AI can walk their way across the map. EQNext was canceled way in the early stages of Pre-Alpha, so that's not a valid example. Landmark had issues getting their AI to travel even a couple of feet due to the AI needing to re-evaluate changes to the voxel environment. That has nothing to do with Ashes since Ashes is not using voxels. NPCs are not really "spreading their corruption". NPCs can move across the map in subsequent Stages if we don't squash them in the early Stages of the Event. Same for natural disasters. Same for unnatural disasters. Same for plagues. Same for corruption - if an Event with corruption is triggered.