Dygz wrote: » I dunno how similar they can be based on region, Node Type and primary Racial population - in addition to the specific services each government chooses to build and whatever the surrounding Node Types are doing.
Node types are predetermined and are the same across all servers.[2] A node’s type is static. It does not change based on the node’s advancement or destruction.[2] For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[2] – Margaret Krohn
Birthday wrote: » I was thinking on the question: How will Intrepid prevent the min-maxing mentality from ruining the storyline progression? Once min-maxers find certain classes to be op they'll look for items that unlock from specific storyline progression paths. This will make most servers basically just go through the same storyline just because min-maxing mentality which always overwhelms all multiplayer games and forces even lots of casuals to conform to it in order to have fun in pvp and pve. This will ruin the whole idea about different storylines on different servers etc. etc. This is a big big feature of the game and it seems that it'll die quickly as soon as min-maxers make enough progression and wiki sites get filled with information about storyline progression related items.
skotty wrote: »
Azherae wrote: » When you get a chance/it's okay to say, letting us know if different nodes can spawn 'equivalent' or 'the same' events, or even influence something in a different part of the world for some reason, would probably clear up a lot of people's concerns about it.
skotty wrote: » 2) That we, as much as humanly possible, want to have balanced rewards whenever there are branches and avoid having one branch in a story arc have rewards that are universally better than the other rewards in other branches. Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that). I'd consider the system functioning well if players are more concerned with the state of the world or PoI they're working around than the explicit loot rewards.
Azherae wrote: » However some parts of this thread might have been moreso about the way the world itself shapes up as a result of players aiming to get specific Nodes up, in the sense that by 'refusing to raise certain nodes', some Story triggers never happen.
Dygz wrote: » Azherae wrote: » However some parts of this thread might have been moreso about the way the world itself shapes up as a result of players aiming to get specific Nodes up, in the sense that by 'refusing to raise certain nodes', some Story triggers never happen. I mean.... If a server never has a Tulnar Metro... I would expect certain Tulnar-related Story Arcs will never trigger. And that would be one incentive for the Tulnar on that server to strive to have a Tulnar Metro.
skotty wrote: » Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that).
skotty wrote: » Azherae wrote: » When you get a chance/it's okay to say, letting us know if different nodes can spawn 'equivalent' or 'the same' events, or even influence something in a different part of the world for some reason, would probably clear up a lot of people's concerns about it. Most story arcs have multiple ways to unlock them. The Blood Still Due arc in the livestream requires any Riverlands node at level 3, for example, which means there are a lot of options that can enable the arc. It'll also be limited by the number of major arcs happening in the Riverlands, and even if conditions are right for it, it may need to "wait its turn" to start. There are some exceptions for things that are intentionally rare or special.
Noaani wrote: » skotty wrote: » Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that). @skotty So, does this mean that node state doesn't have any impact at all on what raid content is available? That is fairly big news if it is the case.
skotty wrote: » Noaani wrote: » skotty wrote: » Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that). skotty So, does this mean that node state doesn't have any impact at all on what raid content is available? That is fairly big news if it is the case. I’m saying that quest rewards won’t compare to raid drops and crafted gear in terms of power gained, and we won’t lock our best loot behind the disparate encounters at the end of story arc branches when an arc offers multiple world boss options. Not saying anything here about how nodes and raid availability interact at this time (if at all).
Noaani wrote: » skotty wrote: » Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that). skotty So, does this mean that node state doesn't have any impact at all on what raid content is available? That is fairly big news if it is the case.