Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
world/node dynamics
Abarat
Member, Alpha One, Alpha Two, Early Alpha Two
I feel like most of the community is missing the larger point of ashes of creation. It is designed to be sorta like game of thrones. everyone is fighting for control and as soon as they have it, they are a target and get f*cked up by the next upstart.
everyone is talking about large guilds, but I think alliances will be the key... and they are tricky too, cause in an alliance no one can seem to agree on who is the most important. Steven is trying to build a game that is about people... how people interact... come together... war.... alliances with people you dont like.
This is going to be GREAT.
everyone is talking about large guilds, but I think alliances will be the key... and they are tricky too, cause in an alliance no one can seem to agree on who is the most important. Steven is trying to build a game that is about people... how people interact... come together... war.... alliances with people you dont like.
This is going to be GREAT.
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Comments
MMO ive played that have player Diplomacy and Politics between guilds have been some of the best ive played persoanly.
So not being in a guild is still bad.
Node citizenship enables solo style oriented players to participate in a variety of settings in a much more casual way than a guild or alliance may offer. Node citizenship is one of the big things that make me believe that people underestimate how casual/solo friendly this game can potentially be.
I’ve played mmos in so many different ways, but I know from my own experience that if I wanted to play this game casually/not as committed to a specific group, node citizenship feels like a viable path to let me do that.
maybe just being a citizen will be enough to participate in node stuff.
you could still be just that 7-10 person guild with your inner circle and form an alliance with a node or other guild. I think even small guilds will wield power if they have adequate play time.
didnt mean to offend. I was not referring to anyone specifically. I just meant you dont see a lot of talk about it. MY OP was poorly worded.
"the worst" is the part that worries me. Because if given freedom, some psychopaths will ruin the game for others. I could do without the "worst" part, especially if it goes to the extreme.
I think there's a great potential with the node system. Now I'm not sure if this is how it will work, and if not, I guess this is my suggestion, but Node Citizenship should give some protection to those that generally dislike getting randomly attacked by randoms.
For example, if you are a node citizen, you cannot be attacked by other citizens of that node (or the nodes attached to it, vassal nodes). Alternatively, you can be attacked by them, but they will gain a significantly larger amount of corruption than normal. And if you are a part of a guild, that's a part of an alliance, you cannot be attacked by those players either.
That's a sort of a safety net, and it really helps limit to who you could get attacked by, because the last thing we need is to worry about every single player around us, thinking they will PK us if given the chance.
I also think that will encourage players to protect their node against invaders, and it will help to create that sort of a feeling of "quasi" factions, where there are clear enemies and allies. If you belong to a certain faction (node or alliance, in a lot of cases I assume it will be both), you know who your friends are, therefore you know which players won't attack you, and you also know which players are your enemies, and you know there's a possibility you'll get attacked by them.
They just need to make sure that most players actually want to take the citizenship. Those who don't take it are either roamers, nomads if you will, or even pirates/bad guys that are hostile to most people.
I think, with my rudimentary understanding, I would agree to increased corruption for killing fellow citizens. It may already be a thing.
Might sound strange, but that is actually one of the reasons I'm a bit worried about the effects of larger (larger as in easily multiple ingame-guilds) pre-made guilds descending on the servers at launch. I fear they will prove too "solid" and act as a stabilising force that disables a lot of that gameplay loop for the servers they choose to join. Hopefully this concern will prove baseless though.
I think you will see hints in the alpha/beta if the big guilds are forming. Then possibly have to figure out which servers they will be on. That might mitigate that risk if you are worried about that.
I believe, but I'm not 100% certain so don't take my word for it, it was Liniker who somewhere mentioned a discord with guild-leaders, some of them with guilds already over 1000-2000 players that is currently keeping track of the game. So, if that is true, guilds of a significant size are at least already well on their way to form
yep, I guess you get what you put in, and they are putting the work in Liniker on the stream looked like a really likeable guy, and seems like a genuine standup player. I have not even started looking at guilds yet, I will let it happen organically.
is that him?
https://en.wikipedia.org/wiki/Liniker
I could be wrong but I do not think so.
I like where your head is at
I was thinking this same thing, but a little different. The point of this game I think is bringing people together. The game seems to be centered around teamwork. Which makes sense, the genre is an MMO.
I think the systems and the soft friction exists to encourage people to team up. The PvP, the sieges, the caravans, the open ocean, they exists to serve a purpose, to incentivize grouping up.
A while after launch I'm positive there will be at least one server where virtually no game of thrones stuff is happening, where people have formed such a large and powerful alliance that it has snuffed out all PvP.
How those people will enjoy the game for long like that is beyond me, but I've been around the community enough to know they'll exist and that's what a large group of people prefer.
So you say the target audience are the solo PvE-ers?
Those people will come already brought together by a streamer, who is usually a person which 20 y ago would be just a guild leader but now can be much more.
That content creator will entertain the followers. The game is just a tool.
You do not like and support any streamer? With money I mean.
'Likes' on YouTube and Death Stranding don't count.