tashka wrote: » It's like "so you like cooking in MMOs, enjoy being an underclass".
Ludullu wrote: » tashka wrote: » It's like "so you like cooking in MMOs, enjoy being an underclass". As for loyalty based on artisanry, the same can be said about loyalty based on pve content. How can someone be loyal to their node if their main dungeon location is in a different node.
it's probably something to just discuss with other node members
tashka wrote: » You can do any dungeon of appropriate level, you don't need to level any specific skill to farm any specific dungeon. But spending weeks to level a specific skill and having no station to use it i imagine would be a deal breaker. It's something you just can't compensate for.
tashka wrote: » I think the node system planned for AoC is great, however after playing/testing for some time i have some major concerns. Problem is, for the system to work as intended, there need to be people in the world loyal to their nodes maybe even more than their guilds. Otherwise the world will degenerate into a few nodes with huge population with other nodes being abandoned, and as soon as the node goes through rough time a lot of people will just leave for greener pastures. And i think node loyalty will just not exist due to how crafting stations work. Say, you're a cook who joined a node early but 2 months later, there's still not even a JM cooking station because the node has other priorities. So you gotta spend most of your time in another node which can be far away, barely enjoying the benefits of your citizenship, and being unable to contribute to your own node. And since there's no guarantee that the cooking station will ever be built, it's better to switch citizenship. The benefits you get from being a long-time citizen just aren't worth it if your node is just useless for your main profession. I think instead of higher level station allowing to craft higher level recipes, it would be better if you could craft anything in a crafting station *in the node of your citizenship* with higher tiers providing more queue slots, or having lower service fees for higher tier recipes, or both. This would AT LEAST let you even exist in the node while still allowing for node specialization.
SmileGurney wrote: » Honestly...I don't like how restrictive the node system is with how few high tier buildings you are allowed to place. The whole thing is open to abuse, and shows how little people are able to cooperate with strangers. Traveling across half of Verra to find Tier3 smith is going to get boring fast.
tashka wrote: » I think the node system planned for AoC is great, however after playing/testing for some time i have some major concerns. Problem is, for the system to work as intended, there need to be people in the world loyal to their nodes maybe even more than their guilds. Otherwise the world will degenerate into a few nodes with huge population with other nodes being abandoned, and as soon as the node goes through rough time a lot of people will just leave for greener pastures.