bloodprophet wrote: »Number 4 is already a thing. Anyone can go through any of the portals.
bloodprophet
wrote:
»
Number 4 is already a thing. Anyone can go through any of the portals.
Yes I see that, must have missed it when reading through the Wiki. Again though there needs to be at least two of those things not just one. the problem with 4 being a thing is that a group of humans can just decide to go through the Dwarven gate and completely take over the Dwarves starting area.
bloodprophet wrote: »Is this really a concern though?If the node your in doesn't have what you need, you travel to the one that does. Kind of like real life before the internet and ordering stuff on line.
Is this really a concern though?
If the node your in doesn't have what you need, you travel to the one that does. Kind of like real life before the internet and ordering stuff on line.
Yes this is a concern, I'm not talking about them just traveling down and getting some mats and traveling back up, they set up shop there because they have access to production systems they don't have access to in their starting area.
It is a concern because the point is to have a Dwarven Empire, Human Empire, Elven Empire, and Orcish Empire. If the Orcs and Dwarves are all abandoning their starting area to move to Human and Elven starting areas then you miss out on that whole part of the world being developed.
nerdymilkshake wrote: »Yeah, I don't see how this is a problem. If anything, it seems intended as they want you to have to travel to different nodes to accomplish different things, and travel to different zones to find different resources, no?
nerdymilkshake
Yeah, I don't see how this is a problem. If anything, it seems intended as they want you to have to travel to different nodes to accomplish different things, and travel to different zones to find different resources, no?
Yes travel not migrate. What I'm talking about is Dwarves moving to Human settlements and staying there. Not moving to a human controlled area and doing some mining then going back.
nerdymilkshake wrote: »Besides, having every node be a tier 5 city and having no village or town level nodes would be pretty lame.
Besides, having every node be a tier 5 city and having no village or town level nodes would be pretty lame.
Yes and having only Human and Elf cities would also be lame. That is what I'm getting at here.
BlackBrony wrote: »"Orcs are invading us, stop them from becoming citizens, raise taxes!!"There, now there's even more gameplay!
BlackBrony
"Orcs are invading us, stop them from becoming citizens, raise taxes!!"
There, now there's even more gameplay!
lol
AirborneBerserker wrote: » Certain races are more popular then others. The typical order is Humans, Elves, Dwarfs, others.
AirborneBerserker wrote: » Okay, why is this a bigger problem for AoC then ? Well because many things are tied to Node progression, and node progression is tied to time investment. This means if you want to craft something and your node doesn't have access to the necessary systems you are either out of luck, have to wait till the node upgrades, or move to an area that does have access to the whatever system your trying to access.
AirborneBerserker wrote: » Some people might stay and try to level up the node more quickly by grinding, but most will opt to just head to the closest city that has access to the stuff they need.
AirborneBerserker wrote: » And given the already weighted race distribution you will see Human and Elf cities growing even faster.
AirborneBerserker wrote: » This will leave Orc and Dwarf "Cities" floundering because none of their slave nodes will get built up slowing their progress even more.
AirborneBerserker wrote: » This will end up becoming a feedback loop causing more people to leave their starting area so on and so forth.
AirborneBerserker wrote: » This is undoubtably a problem, but there are some possible solutions, any one of these will not completely solve the problem but 2 or 3 of them together might even things out enough that is becomes less of an issue. 1.) Give better racial abilities to the less popular races.
AirborneBerserker wrote: » 2.) Base the amount of XP needed to advance a node on the number of people contributing to the node. (This is probably the worst solution because when people figure this out, and they will, they will be livid more so then anything else.)
AirborneBerserker wrote: » 3.) Give extra node experience in certain biomes based on race selection. (E.G Vaelune give extra node experience while in deserts.)
AirborneBerserker wrote: » 4.) Change the portals from race based to just pick what you want.
AirborneBerserker wrote: » This is not a new problem. Certain races are more popular then others. The typical order is Humans, Elves, Dwarfs, others. Moving on, this has been a relatively minor problem with other games due to: 1.) Most games have factions and even if one race has more people the totality of the races within a given faction usually equal out. 2.) The game doesn't have races so no racial disparity could ever occur. Okay, why is this a bigger problem for AoC then? Well because many things are tied to Node progression, and node progression is tied to time investment. This means if you want to craft something and your node doesn't have access to the necessary systems you are either out of luck, have to wait till the node upgrades, or move to an area that does have access to the whatever system your trying to access. Some people might stay and try to level up the node more quickly by grinding, but most will opt to just head to the closest city that has access to the stuff they need. And given the already weighted race distribution you will see Human and Elf cities growing even faster. This will leave Orc and Dwarf "Cities" floundering because none of their slave nodes will get built up slowing their progress even more. This will end up becoming a feedback loop causing more people to leave their starting area so on and so forth. This is undoubtably a problem, but there are some possible solutions, any one of these will not completely solve the problem but 2 or 3 of them together might even things out enough that is becomes less of an issue. 1.) Give better racial abilities to the less popular races. (while this is effective it has 2 issues. First AoC has said they will not have racial abilities. Second having clearly better racials will piss people off) 2.) Base the amount of XP needed to advance a node on the number of people contributing to the node. (This is probably the worst solution because when people figure this out, and they will, they will be livid more so then anything else.) 3.) Give extra node experience in certain biomes based on race selection. (E.G Vaelune give extra node experience while in deserts.) 4.) Change the portals from race based to just pick what you want. 5.) lower the node level needed for progression in related systems This was not supposed to post as is, I intended on clarifying a few things, but given that it posted and I can do nothing to change that ill just roll with this as best I can.
Depraved wrote: » afaik, the race that "owns" the node won't have any effects on what stations you can have on that node or things you can craft. everything is purely cosmetics. also, most games don't have races locked in factions. so not problem ;3
AirborneBerserker wrote: » Depraved wrote: » afaik, the race that "owns" the node won't have any effects on what stations you can have on that node or things you can craft. everything is purely cosmetics. also, most games don't have races locked in factions. so not problem ;3 That's not what I'm talking about. I'm saying that you are likely to see 35-40% Humans and 15-20% Dwarves. Which means the Human Cities are going to grow twice as fast as the Dwarf cities. This means the Human settlements will have access to systems that Dwarves don't, so Dwarven crafters migrate to the Human area so they can further their crafting. This further slows the Dwarf settlement growth. That will cause more Dwarf players to leave the Dwarf area and move to the Human area. If that keeps happening then you will get a situation where the Dwarven cities never develop because you do not have enough people in the Dwarf area to advance the nodes.
Garrtok wrote: » AirborneBerserker wrote: » Depraved wrote: » afaik, the race that "owns" the node won't have any effects on what stations you can have on that node or things you can craft. everything is purely cosmetics. also, most games don't have races locked in factions. so not problem ;3 That's not what I'm talking about. I'm saying that you are likely to see 35-40% Humans and 15-20% Dwarves. Which means the Human Cities are going to grow twice as fast as the Dwarf cities. This means the Human settlements will have access to systems that Dwarves don't, so Dwarven crafters migrate to the Human area so they can further their crafting. This further slows the Dwarf settlement growth. That will cause more Dwarf players to leave the Dwarf area and move to the Human area. If that keeps happening then you will get a situation where the Dwarven cities never develop because you do not have enough people in the Dwarf area to advance the nodes. That's not how the game works.
BlackBrony wrote: » "Orcs are invading us, stop them from becoming citizens, raise taxes!!" There, now there's even more gameplay!