So Nodes are basically a "Civilization" or "Ages of Empires" mechanic requiring groups of players to represent the population? Only specialized?
Can 2 or more Nodes be developed (in the same area/city) at the cost of overall zoi? Like a character being multi-classed? (Like in old D+D paper and pencil games, i.e. limited to each specialization)
Do dungeons have Nodes?
I'm picturing a dungeon where certain criteria are met to open up new things.
Criteria such as the numbers of MOBs killed, certain quest type goals (the lady mage and the chest) being completed, hidden things and discoveries found/made, Bosses being zoi-ed into existence and then beaten, etc.
Is that close?
Do dungeons have Nodes?
I'm picturing a dungeon where certain criteria are met to open up new things.
Criteria such as the numbers of MOBs killed, certain quest type goals (the lady mage and the chest) being completed, hidden things and discoveries found/made, Bosses being zoi-ed into existence and then beaten, etc.
Is that close?
They talk a little bit about that in this Q&A Video actually in terms of how to unlock dungeons and also how the node activity can affect what's inside the dungeon.
Seen this kind of hype before, especially the talk of adapting AI and everchanging world. Unless they've got at least $50M to burn this story will have a very sad ending.
Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
1. Nodes - this seems somewhat new, and a feature I'll be watching how it actually evolves.
Overall, good features I'd lke to see in any MMORPG and looking forward to their take on the new incarnation of some of them.
Agreed. Their take on nodes is very creative. It's unfortunately the same name that BDO uses but their concept is nothing like BDO's. It reminds most of the ideas EQN had about the world developing through player activity. They do have some people on the team that worked on EQN. Their emphasis on AI and this node system reflect that IMO.
Nodes are the feature that will drive the whole game here and let it change organically.
I'm just as curious about this feature set as I was about the similar ideas in EQN. Except here they're going for graphics that appeal to me much more than voxels and cartoons.
It's definitely one I'll be keeping my eye on.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I hope that Nodes for dungeons don't turn into something that players can use to control the entire dungeon for better loot.
If it feels managed it just doesn't feel organic.
Agreed. Their take on nodes is very creative. It's unfortunately the same name that BDO uses but their concept is nothing like BDO's. It reminds most of the ideas EQN had about the world developing through player activity. They do have some people on the team that worked on EQN. Their emphasis on AI and this node system reflect that IMO.
...
Almost sounds like AoC is a second attempt at implementing many of the revolutionary ideas proposed by the original EQN team. If there are ex-EQN devs in the mix, that makes sense.
Perhaps this "scaled-down EQN" can succeed where the previous attempt failed. If they can make it work, I'll buy it in a heartbeat, but I'm too sceptical to throw money at a dream.
you forgot to mention taming and breeding system. That's what really interests me, and I really hope, that it will be much better than in BDO. We have already seen various mount concepts, so it propably wont be just horse taming hopefully.
@Ashes_Steven Good stuff to hear, sounds like you put a lot of thought into it. It's a good starting point and reasuring to see some more words behind "it will be totaly new and better", from what we usually get in developement.
Until I see it with my own two eyes and have had a chance to "feel" the game then I no longer get hyped about games. Everything sounds superb on paper, but manifesting--and manifesting it well--is another matter entirely. Definitely going to keep an eye on this game's development, though!
Seen this kind of hype before, especially the talk of adapting AI and everchanging world. Unless they've got at least $50M to burn this story will have a very sad ending.
This. Does anyone know what type of financing they have? I've seen that this guy being an avid MMORPG gamer "had the means" and decided to make a game he wanted. Is he a freaking billionaire? And if not, what is their business plan?
I don't really know about this. I think there are some good ideas here, but it seems to be open world PvP, and that has the possibility for stepping all over everything.
Their nodes concept seems different, but how does that really differ from the adaptive AI level? The initial impression is that it seems close enough to be considered two uses for the same system. And if there are two mechanisms, how on earth will they test/balance two independent AI plans, much less plan for any checks and balances? In addition to the Asian players romping all over the EST based content (as frequently happened in DAoC), are players going to have to actively work to prevent a run-away ecology, that spawns dragons because no one had visited that area recently?
Logic, my dear, merely enables one to be wrong with great authority.
1. Nodes - this seems somewhat new, and a feature I'll be watching how it actually evolves.
Overall, good features I'd lke to see in any MMORPG and looking forward to their take on the new incarnation of some of them.
Agreed. Their take on nodes is very creative. It's unfortunately the same name that BDO uses but their concept is nothing like BDO's. It reminds most of the ideas EQN had about the world developing through player activity. They do have some people on the team that worked on EQN. Their emphasis on AI and this node system reflect that IMO.
Nodes are the feature that will drive the whole game here and let it change organically.
I'm just as curious about this feature set as I was about the similar ideas in EQN. Except here they're going for graphics that appeal to me much more than voxels and cartoons.
It's definitely one I'll be keeping my eye on.
I'm weary of nodes absorbing others around it- how will this work? If we lose all benefits to say, a divine node nearby, by developing abother type of adjacent node... Well then I really feel like it won't take gamers long to figure out which nodes are best developed where at the expense of the surrounding nodes, and the diversity the development team wants to see won't happen.
I'd much prefer the nearby nodes still receive development benefits, even at a pro-rated effectiveness when upgraded as part of the primary development node. This way, the system allows more wiggle room in developing the land wherever they wish without having to risk wasting the adjacent nodes completely just because it's not the primary development node in that area of the game world.
It has some very interesting ideas but IMHO the great risk is that as it is more fun for many people to tear down than to build up the game might end up as a very fancy "Mongol Horde" Simulation, secondly many people will probably quit the game when the village they have created gets destroyed the 3rd time or so. At the moment (and it might arrive later of course) there seems to be nothing protecting creative players in game. It sounds like an Archeage situation where you will have a few mega guilds per server dominating everything.
It has some very interesting ideas but IMHO the great risk is that as it is more fun for many people to tear down than to build up the game might end up as a very fancy "Mongol Horde" Simulation, secondly many people will probably quit the game when the village they have created gets destroyed the 3rd time or so. At the moment (and it might arrive later of course) there seems to be nothing protecting creative players in game. It sounds like an Archeage situation where you will have a few mega guilds per server dominating everything.
I'll be interested to see if they can come up with a system that favors the defenders more, as they have most of the risk in the encounter.
It would be nice if attackers had to expend similar resources to mount an assault.
In most games I feel the design too heavily favors "the horde"
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
It has some very interesting ideas but IMHO the great risk is that as it is more fun for many people to tear down than to build up the game might end up as a very fancy "Mongol Horde" Simulation, secondly many people will probably quit the game when the village they have created gets destroyed the 3rd time or so. At the moment (and it might arrive later of course) there seems to be nothing protecting creative players in game. It sounds like an Archeage situation where you will have a few mega guilds per server dominating everything.
I'll be interested to see if they can come up with a system that favors the defenders more, as they have most of the risk in the encounter.
It would be nice if attackers had to expend similar resources to mount an assault.
In most games I feel the design too heavily favors "the horde"
I agree. To be honest being the horde is not fun when you have the upper hand and get more of the server population.
Constantine, The Console Poster
"One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
Adaptive AI? we need to see it in action before saying it is a positive.I am skeptical feeling it will come off as nothing more than a cheap automated system.
Siege Warfare not a fan of this although i do understand many people do like the idea.
Economy:No idea where this came from,it doesn't sound any different than what i have played years past.
Caravans:It can be a good concept,played similar in Silkroad where thieves would randomly spawn to attack your caravan .However like any system involving pvp can be a wasted idea with too many flaws.
Nodes:Am i sensing BDO here? I can't stand the cheap node idea in BDO nor the lines wandering through the sky connecting them.I want a world to feel like a real living world,i do not want automated nodes if they are done like BDO or if they ruin the world and make it look fake.I do not want one single immersion ruining idea in my game.
What i see the node idea doing is to simply create more nodes within the node area to accommodate more players and less when less players,if that is the case it will look bad/fake.
Never forget 3 mile Island and never trust a government official or company spokesman.
I'm weary of nodes absorbing others around it- how will this work? If we lose all benefits to say, a divine node nearby, by developing abother type of adjacent node... Well then I really feel like it won't take gamers long to figure out which nodes are best developed where at the expense of the surrounding nodes, and the diversity the development team wants to see won't happen.
I'd much prefer the nearby nodes still receive development benefits, even at a pro-rated effectiveness when upgraded as part of the primary development node. This way, the system allows more wiggle room in developing the land wherever they wish without having to risk wasting the adjacent nodes completely just because it's not the primary development node in that area of the game world.
I have similar feelings about this. We should be hearing more about the node system very soon and I hope they expand on this part of it.
Comments
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
Can 2 or more Nodes be developed (in the same area/city) at the cost of overall zoi? Like a character being multi-classed? (Like in old D+D paper and pencil games, i.e. limited to each specialization)
Once upon a time....
I'm picturing a dungeon where certain criteria are met to open up new things.
Criteria such as the numbers of MOBs killed, certain quest type goals (the lady mage and the chest) being completed, hidden things and discoveries found/made, Bosses being zoi-ed into existence and then beaten, etc.
Is that close?
Once upon a time....
Nodes are the feature that will drive the whole game here and let it change organically.
I'm just as curious about this feature set as I was about the similar ideas in EQN. Except here they're going for graphics that appeal to me much more than voxels and cartoons.
It's definitely one I'll be keeping my eye on.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
If it feels managed it just doesn't feel organic.
Once upon a time....
It's caught my attention, but I need details.
Once upon a time....
Perhaps this "scaled-down EQN" can succeed where the previous attempt failed. If they can make it work, I'll buy it in a heartbeat, but I'm too sceptical to throw money at a dream.
Really have high hopes for this game!
This.
Until I see it with my own two eyes and have had a chance to "feel" the game then I no longer get hyped about games. Everything sounds superb on paper, but manifesting--and manifesting it well--is another matter entirely. Definitely going to keep an eye on this game's development, though!
This. Does anyone know what type of financing they have? I've seen that this guy being an avid MMORPG gamer "had the means" and decided to make a game he wanted. Is he a freaking billionaire? And if not, what is their business plan?
Their nodes concept seems different, but how does that really differ from the adaptive AI level? The initial impression is that it seems close enough to be considered two uses for the same system. And if there are two mechanisms, how on earth will they test/balance two independent AI plans, much less plan for any checks and balances? In addition to the Asian players romping all over the EST based content (as frequently happened in DAoC), are players going to have to actively work to prevent a run-away ecology, that spawns dragons because no one had visited that area recently?
Logic, my dear, merely enables one to be wrong with great authority.
I'd much prefer the nearby nodes still receive development benefits, even at a pro-rated effectiveness when upgraded as part of the primary development node. This way, the system allows more wiggle room in developing the land wherever they wish without having to risk wasting the adjacent nodes completely just because it's not the primary development node in that area of the game world.
Chi puo dir com'egli arde é in picciol fuoco.
He who can describe the flame does not burn.
Petrarch
It would be nice if attackers had to expend similar resources to mount an assault.
In most games I feel the design too heavily favors "the horde"
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Siege Warfare not a fan of this although i do understand many people do like the idea.
Economy:No idea where this came from,it doesn't sound any different than what i have played years past.
Caravans:It can be a good concept,played similar in Silkroad where thieves would randomly spawn to attack your caravan .However like any system involving pvp can be a wasted idea with too many flaws.
Nodes:Am i sensing BDO here? I can't stand the cheap node idea in BDO nor the lines wandering through the sky connecting them.I want a world to feel like a real living world,i do not want automated nodes if they are done like BDO or if they ruin the world and make it look fake.I do not want one single immersion ruining idea in my game.
What i see the node idea doing is to simply create more nodes within the node area to accommodate more players and less when less players,if that is the case it will look bad/fake.
Never forget 3 mile Island and never trust a government official or company spokesman.