Libraries and teleportation await for Ashes of Creation’s scientifically minded players

    
8

With an overview of its node system done, the Ashes of Creation team is going deeper to explain the different types of evolving areas and what they offer players who invest into them. The first up? Scientific nodes.

Starting from a mere scholarly expedition in the wilderness, scientific nodes can be built into centers of learning and knowledge. The key building for these nodes is the library (which later graduates into the college, university, and academy). It sounds as though crafters and builders will especially benefit from being citizens of this node type: “Specialization in Artisanship and Construction mechanics are granted through many of the NPC merchants and through the ancillary quest points within the Scientific Node Type. This will unlock abilities within many professions and allow specialization in the Gathering, Processing, and Crafting aspects of the Artisan system.”

At the highest level of advancement, the scientific node even gets its own superpower — in this case, teleportation. That means that scientific citizens can travel instantaneously from the metropolis to any other vassal towns or cities associated with it. Also, there are airships, because science has a sense of style.

newest oldest most liked
Subscribe to:
Easy Rider
Reader
Easy Rider

As i know on some stage we can read the world’s history. If there will be all changes and history of building that will be cool.

Reader
Robert Mann

Teleportation of goods is one of the node things that worries me. I like a lot of the rest of the ideas, but part of the world design they initially highlighted was the importance of places that players have outside the towns (homesteads) and… if you can skip over them, that’s dead Jim!

Which isn’t so much to say that I want to force people to avoid teleporting, as that I am seeing a huge potential conflict in design and desires there, along with a possible sense of broken promises.

I do still believe you can have teleporting, or have a world with logistics and importance in the terrain. I do not believe that both, excepting a complete combat-only scenario where the world may as well not exist, is feasible. Given how much importance I place upon the world itself, and systems other than combat (because combat alone will bore me and I’ll be gone) I am worried about the potential impact of this, along with a few other things they have discussed about nodes.

*I do believe you need things other than just staring at a road for hours to make things like travel worth having. Most games fail miserably at that, most don’t even attempt it. I have zero interest in a wagon-riding simulator where I can sit for a month while the terrain slowly rolls, tbh.*

laelgon
Reader
laelgon

One possibility is making the teleportation prohibitively expensive and/or not allowing inventory to be brought with you, but I share your concern. Airships are cool, but they also add another mechanic where players aren’t really out and about in the world.

My overarching fear about the node system is that it will be dominated by a small group of min-maxers. Someone will figure out the meta for which nodes to develop to what level to be the most efficient, and then people will just copy that on every server. So rather than dynamic worlds that look different between servers, there will just be a bunch of cookie cutter copies. Not a sure thing by any means, but experience has taught me that there will always be someone willing to do the math on optimizing a system and then getting players to enforce that standard.

Reader
Matthew Yetter

I don’t think that copying another server is particularly feasible. Min-maxers are the exception rather than the rule. Node development depends on a majority of players in a given region going in the same direction. There is simply no way that a majority of players coming to a server will all create the same races, going to the same starting areas and doing stuff in the same order that all the other servers are doing.

If on server 1 a majority of players happen to develop node A first while on server 2 it happens to be node B, that inherently prevents those two servers from being the same because on the first server, B would never be able to be more than a vassal while on the other server, B would be the dominant node.

Even taking node destruction into account, it fails to pan out because by the time those two nodes have each developed very far there will be players who feel invested in the current state of affairs and will be highly resistant to someone coming in and wanting to wreck it all just because they think the end result would be more “efficient” in some way.

So yeah, there will be people seeking to optimize things and they may even be able to recruit a number of players to their cause. But will they be able to recruit a majority of players, when those players would have to not only sacrifice the things they’ve worked toward but also change their behaviors? I don’t see it happening.

Reader
Robert Mann

You are missing node destruction there. A and B could be swapped.

Further, cookie-cuttering is almost tradition at this point in MMOs. If people see an advantage there, they will actively pursue it. I think you underestimate a lot of the players willingness to engage in extra grind for the end ‘reward’. It isn’t like we see a lack of people doing that in any other MMO…

Reader
Matthew Yetter

The key to the system is that it doesn’t allow unlimited travel everywhere. It only allows travel between the science node and its vassals, as well as to another max tier science node and from there any of its vassals.

Put in real-world terms that would be like L.A. and New York both being science metropolises. As a New Yorker I could teleport anywhere within that state and I could take a jet to L.A. I may even then be able to teleport anywhere within California (or it may be that only Californians have that ability and as a New Yorker I’m limited to just the air travel to get to L.A., then have to hoof it through the rest of CA.).

That’s all well and good, but everyone would still have to travel by road to get to Chicago, Atlanta, Denver, Seattle, etc. So those homesteads and such will still be extremely important. Just not necessarily as important within the science zones of influence.

Reader
Robert Mann

My fear is that they will be ruined within those areas, not that it will be ruined game wide. Still, I consider it highly likely that people will have their play impacted by that.

Given the lack of much for solutions to that being discussed (I asked the question more than 10 times, and never got a response) it is currently one of a number of major issues that I need to see what they do with.

*I highly expect to see a lot of Science and War node points, based on people who want that convenience or PvP. Which does not really appeal to me, and may well be something that leaves me saying no to the game. All depends upon final versions though.*

Reader
Matthew Yetter

This is actually looking really cool. Reading between the lines, we get glimpses into how other systems interrelate. It looks like no player is going to be able to be fully self sufficient and that people who really master a specific area of expertise will be able to offer their services for a premium. If that’s true, there will likely be a strong economy in the game.