Githal wrote: » This is already said in the WIKI: Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[1]
Githal wrote: » You always have options. Even without rebellion you can relocate to different zone. Maybe 1 day you will be able to siege the node as enemy and take what was yours. The whole idea behind the Vasal system is that TOGETHER you are like 1 country. And you should work together for the prosperity of this country.
Wiki wrote: Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[2][12] Vassal nodes must remain at least one node stage below their parent node.[2] Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[26][2] Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[14] Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[2] Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[1][2] Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[14][15] This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[15]
Githal wrote: » For rebellion, for example if city want to rebel against the Metropolis. This will affect all vasal nodes below the city. As well as the whole country negatively. Just imagine with the current 9 nodes above Village. Everyone will want to ascend to next stage. So what will happen? You will have 4 Villages rebelling against cities and towns. Towns rebelling against Cities and cities rebelling against the Metropolis. In the end everyone is with 0 resources, 0 equipment, 0 crafting workstations and ect. Is this what you want?
Noaani wrote: » No, the wiki says if you destroy a stage 3 node, all stage 1 and 2 nodes under it are destroyed. It says nothing about a stage 4 (or higher) node being destroyed having any effect on any stage 3 (or higher) nodes under.
Kyskei wrote: »
Githal wrote: » Noaani wrote: » Why would we assume the best players are in the metropolis? Well if not best - then for sure the most dedicated. And those who spend most time in the game. And yes i am aware that is not how skill is determined, but if you have big enough time to spend in AOC, then you would have been spending this same time on other games before this. So i would assume that they will be with above average skill (ofc not all of these players, but most). Noaani wrote: » Why would we assume players in the parent node would care about the vassal? Vasal nodes pay taxes, Contribute with exp, Their ZOI is part of the Metropolis ZOI, so if a city gets destroyed for example, the Whole Vasal system loses territory. Noaani wrote: » If you are assuming the above for what ever reason, why are you not distracting the players in that parent node at a point in time when you are sieging the lower level nodes? The sieges have preparation time. You cant make a surprising siege while you distract the Metropolis. They will have for example few days to prepare for this siege that will happen in the EXACT allocated time
Noaani wrote: » Why would we assume the best players are in the metropolis?
Noaani wrote: » Why would we assume players in the parent node would care about the vassal?
Noaani wrote: » If you are assuming the above for what ever reason, why are you not distracting the players in that parent node at a point in time when you are sieging the lower level nodes?
Khronus wrote: » I like the idea and @Noaani has the right idea from the comments above (your node lost). If you're unhappy with the outcome of "your" node, you have to move. Go find something else and plan your revenge.
Khronus wrote: » Ultimately, this system inspires community and teamwork in order to do what you want it to do. I don't want my favorite location to become a vassal but I will certainly not sit down when there is work to be done.
Mag7spy wrote: » Who is making yuo serve and forcing you to do things? The most you can say is if the parent node decs there is a chance you might be part of that owpvp. Besides that you aren't really forced to serve but pay taxes and get benefits for that.... People like you are the reason even more so these rules need to be in placed. You would destroy all the nodes until all content was dead if you could. Entirely of the games outlook needs to be around more organic and fluid node development for hard pvp. And for politics and such should be the most on inner node conflict. No small nodes need to be empowered to be rats and work with some other higher level node to destroy the vassals parent node just because they think they will be the next top node. And continuing to rat until the area is dead.
Kyskei wrote: » Mag7spy wrote: » Who is making yuo serve and forcing you to do things? The most you can say is if the parent node decs there is a chance you might be part of that owpvp. Besides that you aren't really forced to serve but pay taxes and get benefits for that.... People like you are the reason even more so these rules need to be in placed. You would destroy all the nodes until all content was dead if you could. Entirely of the games outlook needs to be around more organic and fluid node development for hard pvp. And for politics and such should be the most on inner node conflict. No small nodes need to be empowered to be rats and work with some other higher level node to destroy the vassals parent node just because they think they will be the next top node. And continuing to rat until the area is dead. 1: you are literally forced to be vassalized, it is automatic. you can be in denial about that if you want but that's just what the situation is. 2: now you are attacking a strawman. there is no indication that I even like pvp let alone that I would take it so far as to destroy EVERY node. I would fight for raising my own node up and nothing more. 3: I'm sure you'll feel different if you ever end up living as one of these "rats" in the small nodes. that you dismiss out of hand. they are players just like you, and deserve to have fun playing the game as well.
Mag7spy wrote: » IT has nothing to do with the node you live in, im talking about rats that just want to attack everything or be used by other nodes to destroy things around them. Again you fit the bill.
Mag7spy wrote: » 1. You are not even answering my point you are just starting the obvious. Because as i said its just about you wanting to attack even though there is no true draw back or actual control forced over you. 2. You complaining about being forced to be vassalized, means you need to attack another node to get yuors up, being the parent node. On the chance you don't care about your own nodes growth getting to the next rank, means you simply want to be able to PvP the node. Cut the BS please, my point stands systems like this need to be in place for people like you. 3. IT has nothing to do with the node you live in, im talking about rats that just want to attack everything or be used by other nodes to destroy things around them. Again you fit the bill. Every bit of vibe I get from you would be someone that would 100% kill a server if you got into that kind of position (not that it would ever happen though).
Ashes of Creation Kickstarter wrote: But change for change’s sake means nothing without consequence. That means that these changes and these choices must have repercussions, they must be *felt* throughout the rest of the world. It means that when a player makes a choice in a quest, that choice can’t be undone. It means that when that volcano erupts and destroys a city, the landscape is forever altered. It means that when a tyrant makes life difficult for his citizens, his citizens can rise up against him. Players have choices to make, those choices lead to change, and that change has consequence. Day to day, server to server, the world will be in flux, and history will remain where it always should, in the hands of the player.
Ludullu_(NiKr) wrote: » Mag7spy wrote: » IT has nothing to do with the node you live in, im talking about rats that just want to attack everything or be used by other nodes to destroy things around them. Again you fit the bill. Do you see every guild that's gonna pvp for their content as rats as well? What about players that flag first if they see someone approaching their gathering spot or mob farming location? Cause that kinda sounds like 90% of the game's population will just be rats then.
Kyskei wrote: » Mag7spy wrote: » 1. You are not even answering my point you are just starting the obvious. Because as i said its just about you wanting to attack even though there is no true draw back or actual control forced over you. 2. You complaining about being forced to be vassalized, means you need to attack another node to get yuors up, being the parent node. On the chance you don't care about your own nodes growth getting to the next rank, means you simply want to be able to PvP the node. Cut the BS please, my point stands systems like this need to be in place for people like you. 3. IT has nothing to do with the node you live in, im talking about rats that just want to attack everything or be used by other nodes to destroy things around them. Again you fit the bill. Every bit of vibe I get from you would be someone that would 100% kill a server if you got into that kind of position (not that it would ever happen though). 1: how do you know that there is no drawback? I can think of several drawbacks like limiting the growth of your node and taxes on top of what you already have to pay for citizenship. 2: bold of you to assume that I need to lie to beat you in an argument. you don't know me therefore you have no idea what systems should be in place for people like me. personally I don't care if my node is above other nodes. I do care if it's bellow another node. making it so that you can't free yourself from a master node, forces me to get into a lot of PVP to keep neighboring nodes from leveling in the first place when I would much rather just do PVE. 3: I highly doubt the people you refer to as rats are going to be in any way confined to lower level nodes. those assholes tend to worm their way into all sorts of places just to ruin other peoples days. I also doubt that they would have a whole lot of node loyalty. so I don't really see why they are applicable to this topic.
scottstone7 wrote: » I was just looking over the original kickstarter for something else and found that rebellion IS supported by the original Kickstarter. Just saying. Ashes of Creation Kickstarter wrote: But change for change’s sake means nothing without consequence. That means that these changes and these choices must have repercussions, they must be *felt* throughout the rest of the world. It means that when a player makes a choice in a quest, that choice can’t be undone. It means that when that volcano erupts and destroys a city, the landscape is forever altered. It means that when a tyrant makes life difficult for his citizens, his citizens can rise up against him. Players have choices to make, those choices lead to change, and that change has consequence. Day to day, server to server, the world will be in flux, and history will remain where it always should, in the hands of the player.
Lodrig wrote: » My proposal is as follows. Nodes maxmum development tier is limited by the number of nodes in their vassal network, including itself. Thus a vassals vassal is just as good as a direct vassal. Direct vassals are limited to no more then 2 or 3, possibly varrying by a nodes development level. Thus to develop a node must aquire and retain vassals. To reach the Metropolis level it would probably require 10-12 vassal nodes as thats roughtly 85/6 with allowance for some isolated nodes. Likewise maximum nodes in a network should be capped, 15 to 16 seems resonable about the level where their 6th Metropolis starts to get squeezed out. Vassals can be of equal tier but never higher at time of aquisition. Tier 6 needs 11 nodes (thus 10 vassls) Tier 5 needs 7 nodes (thus 6 vassals) Tier 4 needs 4 nodes (thus 3 vassals) Tier 3 needs 2 nodes (thus 1 vassal) Tier 2 needs 1 node (which is itself) Tier 1 needs 1 node (which is itself) Gaining vassals can be done by conquest or diplomacy. Diplomacy offers the potential for negotiating taxes and benifits and vassal and patron can update this relationship by mutual agreement of new terms after vassalization. Conqcoured vassals on the other hand get a standardized rate of taxes and benifits. Vassals gained diplomaticaly can rebel and fight for independence but must clear a high threshold, being no more then 1 tier development below the patron node, paying a large sum and probably having to be at full experience. Nodes vassalized by conquest get reduced costs and waving of prerequisites to rebel, but if a node that was concoured ever signs a formalized vassal contract with its patron then its concquored status is removed and it is treated like a diplomatically aquired node. Conversly a Patron can unilaterally change the vassal contract but this gives the vassal node the concqoured status and acompanying reduced rebellion costs. In the event any war of independence is lost the vassal has its exp wiped and it and its vassals all the way down are unable to rebel for a period of time. If a patron node losses enough vassals to cause it to drop below the minimum needed to support its development level then it begins a timed degradation process. If it dosn't aquire new vassals (either direct or through its vassals gaining vassals) then the development drops 1 tier, if it is still under vassalized the process and time period repeat. If this comes as the result of a major vassal the old vassal may end up aquireing the former patron is it's vassal, basically flipping the script on them. Wars to aquire vassals can be conducted on nodes that are already vassals in which causes their patron to automatically be a defender. If the taken vassal themselves has vassals the whle vassal tree is transfered which can cause massive re-alignments and the fall of previous hegemons. Complete wiping of nodes is no longer possible in one event, a node only gets knocked down 1 development level as a result of a node seige which it can rebuild, the loss of vassals is the more serious threat as it devolves a node and leaves it capped. This system gives incentives for patron nodes to engage in cut throat diplomacy and warmaking for vassals, and to then keep vassals fearfull and or happy, protect them from poaching by other nodes while encouraging them to make their own expansionary moves. As well as giving everyone incentive to grow and 'pad' their vassal count from a supply that is just a little too tight Kingdoms rise and fall more gradually and never go strait back to zero, but can be brought to ruin with repeated losses. This should allow for a more interesting political churn.