Node locations
Jump to navigation
Jump to search
There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[1][2][3] for a total of 100 nodes.[4]
- Previously the developers estimated 103 regular node locations with 15 additional castle nodes for a total of 118 nodes.[5][6][1][2][3]
- This decrease in node count does not affect the amount of available player housing, or the estimated server capacity.[7][8]
- We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[4] – Steven Sharif
- There were 9 node locations in Alpha-1.[9]
- Node locations are subject to change prior to Beta-1.[9]
List of nodes
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[11][12] This content adapts to the node progression of the zone it is in.[10][13]
- Additional buildings will spawn.[10]
- Additional mobs will spawn.[10]
- Different antagonists/leaders with different story lines.[10][13]
- Populations will change.[13]
- Content difficulty will change.[13]
- The content may be different altogether.[13]
- Additional quest hooks.[10]
- Dungeons will be unlocked when certain nodes advance to certain stages.[14]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[14]
- POI events are events that relate to specific points-of-interest (POI).[18]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[19]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[14]
See also
References
- ↑ 1.0 1.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 2.0 2.1
- ↑ 3.0 3.1 Podcast, April 23, 2018 (15:14).
- ↑ 4.0 4.1 Livestream, August 26, 2022 (1:05:47).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview, August 24, 2018 (3:44).
- ↑ Livestream, August 26, 2022 (1:18:54).
- ↑ Livestream, August 26, 2022 (1:06:42).
- ↑ 9.0 9.1 Livestream, November 30, 2020 (37:16).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Livestream, March 26, 2021 (50:33).
- ↑ Livestream, March 26, 2021 (22:53).
- ↑ Livestream, November 17, 2017 (36:22).
- ↑ 13.0 13.1 13.2 13.3 13.4 Livestream, November 17, 2017 (18:29).
- ↑ 14.0 14.1 14.2 14.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Livestream, July 25, 2020 (46:08).
- ↑ Livestream, April 29, 2022 (40:21).
- ↑