Ashes of Creation really wants you to grok its node system

    
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We’ve teased upcoming Ashes of Creation for its “nodes,” and apparently Intrepid Studios agrees that they’re confusing, as the MMORPG has released a dev blog this afternoon explaining just what they are, again.

“Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s ‘Zone of Influence,’ and it’s the area where players help to advance the Node they are in.”

Nodes can grow into towns, and players who perform activities within their boundaries contribute back to the node (and vice versa), but the size of the municipalities is limited; there can be only so many huge, sprawling metropoleis at a time, after all. Nodes will also have a determined type — military, divine, economic, and scientific — which will provide benefits to the associated activities.

The rest of the world, Intrepid says, will form around the nodes. “Where towns form will dictate which raid boss appears, which dungeons are available, which quest lines become unlocked, and how the tale of the server unfolds,” the devs say.

Making more sense yet?

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Solaris

That trailer is amazeballs. Shades of EQNs Storybricks tech here. Not surprsing since some of the team is from EQNext. This looks somewhat similar to Chronicles of Elyria, but the project actually looks further along, which is a good sign for their rumored crowdfunding campaign. Impressed.

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Fluffy Magical Unicorn

I’m following this one’s development for sure.

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vinicitur

The more I see videos on this game, the more I feel this is what EQNext could have been.

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Lorgarn

You’re right, this node system does feel very reminiscent of EQN and what it could’ve end up being. It’s an interesting approach and I can’t wait to see it in action.

One of my concerns with this system is; how can they make it feel personal to the player? If me and my group have been out and about for days in the forest, indirectly contributing to a nodes development. Why should we care, will we have some kind of ties to this node? What makes this node more important than any other for us?

I feel that this system has potential for sure and I’m curious to see how they will tackle this. For all we know this might just end up being a “GW2 Heart” on crack, and god knows how little I cared about them.

I think I would want the nodes to feel personal, as in I would perhaps consider one town or city my home. One which I’ve helped built from the ground-up, right?

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silverlock

Well as a town grows the type of goods and services it offers would probably increase as well, also you can own a home in that town. I would find it very satisfying to come back to town after days away to find it has grown some.

I know some players would just gravitate to the largest town close to where they want to be, but I would like to be part of building some place up and seeing the changes.

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Solaris

Saw your icon. Did you back Wintersun’s Indiegogo campaign? New album sounds incredible.

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vinicitur

What? They put a new album project on indiegogo? Yes!! 3 days left!!

C’mon Jari, no more delays please.

BTW… TY, TY, TY.

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socontrariwise

So fighting still levels a node the same way as crafting does? Meaning the node’s character does not change based on the kind of xp gathered?

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socontrariwise

Scientific nodes? What is a scientific node?

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silverlock

As much as I love the concept one downside of this is your making content that some servers will never see. I don’t see this being bad from a player perspective but can they afford to make so much content that will see only limited use?

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Brother Maynard

To me, that’s a good thing. It will make your playthrough more unique (and add massively to replayability). Too many games these days choose uniformity out of lack of resources or outright laziness. If Intrepid can make this work, all the better for players. Just assuming from their dev blogs so far, they seem to have a decent system planned to take care of these dynamic events.

Personally, I am very interested to see how they will fit this dynamic system with the story. It would be a shame if this was to only apply to small random events, like mobs attacking a town. Should Intrepid somehow manage to link both dynamic systems and their story and make both unique to each server (within reason – keeping the main story arc the same, obviously), I think it will be a big plus for them.

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Lorgarn

I personally love that concept and I want to see more of it, much more. It gives me the notion of being in a unique scenario, not some cookie-cutter themepark scenario that has been laid out beautifully in years of development. I want to feel in control, I want to feel that my actions matter, even if they on a larger scale don’t.

Imagine being the only server having awoken the mighty stone giant of east and his minion invaders, nearly sacking several nodes in their stampede across the lands. Forcing the players to put aside their differences and fight together to claim back what was once theirs.

I don’t know, I think the potential of being in a complete unique situation, months, potentially even years into a servers lifetime. Just sounds interesting to me and would probably make me want to invest more time into a game.

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Robert Mann

Interesting, and maybe more fair to players who aren’t making the call on where to build what… but I think it takes about half the fun of a player-city out of things for me. I like to see the oddities of design, where people place what, and how creative they can get.

So I am somewhat mixed on this idea. In terms of content accessibility, it is good. In terms of the cool things that NPCs will never make, but players would, it is bad.

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Matthäus Wey

Thinking about aa I’m happy about the way they chose to handle this

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silverlock

Cool stuff!

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MesaSage

Suggested band name alert. “Grokits Node”. I’m already downloading.