Ludullu wrote: » I'm real curious what the cost for it will be. Will we even have it in A2, once they fully implement node sieges, with destruction and all.
Xeeg wrote: » Honestly, if nodes can be built fast then it wont be so bad.... but if it takes months to build a node up, thats going to be a devastating loss for many players.
Xeeg wrote: » This is going to suck for so many players. I mean the level grind isnt really the main bulk of the game, its building your node and gathering and professions. Getting your node destroyed is total garbage. And i dont know what kind of sadistic ass even wants to do that to someone else. I sure as hell dont. Why do I want to make people feel depressed and quit the game? I'm all for some friendly competetition, fighting over spots and pvping etc., but this idea is just cruel.
Endowed wrote: » This is a PvP game that is way heavy on Gathering and spread sheet nausea crafting as the end game. Leveling. PvE. Social. Lore. That isnt this game.
REHOC wrote: » 🔥 The Philosophy Behind Node Destruction The idea isn't to grief or make players miserable—it's to create a world where nothing is permanent, and every victory or loss has weight. The alternative would be a static world where once a node reaches max level, it can never be challenged, leading to a stale and predictable experience. Political & Strategic Play 🏰 – The destruction of a node isn’t just a random act of cruelty. It’s usually part of larger conflicts over resources, trade routes, and alliances. The best guilds and nations will protect their territories, forming diplomacy, coalitions, and defensive strategies. Risk vs Reward ⚖️ – A world where cities can't fall would create unshakable monopolies. Ashes forces players to stay active, always engaged in politics, economics, and war. Player-Driven Narrative 📜 – Every major siege shapes the history of the server. If a metropolis falls, a new civilization can rise. That’s the core of Ashes—it’s about stories written by players, not scripted content that repeats endlessly. You might not want to destroy someone’s hard work, and that’s fair. But in a player-driven world, there will always be groups with different motivations: Conquerors & Warmongers – Those who want to rule and expand their influence. Defenders & Guardians – Players who form alliances to protect key locations. Economists & Traders – Who will thrive in times of war, managing supply chains. Nomads & Survivors – Who adapt and rebuild when change comes.
Caww wrote: » New World ( I know... I know..) had a little element of this where the crafting stations and other town benefits would be degraded after certain events ( I'm not sure what events but PvP had a role in some of it) and after awhile the player population just couldn't stand it anymore and it was eventually stopped and now, at least crafting stations, don't degrade at all. It would not be surprising to see a substantial relaxing of this mechanism in order to respect the players time and commitment to the game overall.
Xeeg wrote: » This is going to suck for so many players.