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Latest Ashes of Creation Blog Details Advancement & Destruction of Nodes - MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited March 2019 in News & Features Discussion

imageLatest Ashes of Creation Blog Details Advancement & Destruction of Nodes - MMORPG.com

Continuing with its instructional series about nodes, the Ashes of Creation site has been updated with a new look at the advancement and destruction of nodes. The post starts with a brief look at how nodes are advanced and built up and what things they can influence such as, for instance, development areas where towns and civilization will appear.

Read the full story here



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Comments

  • AmatheAmathe Member LegendaryPosts: 7,630
    This is starting to sound more interesting.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    As the old saying going "seeing is believing."
    [Deleted User]Jippiijoo
  • WizardryWizardry Member LegendaryPosts: 19,332
    Atlas does the node/zone idea in a really good way,if they could simply mimic the way Atlas does it i would be quite happy.I have sifted through the code in Atlas,nothing is too amazing,you don't need to be a rocket scientist to pull off a better immersive world than most rpg's we have seen to date.

    Players can influence both the quantity and quality of spawns.Then how creatures react is also part of the code,if they are set to read your setup they might shy away or wait for the right moment to strike rather than auto attack just because they are set to aggro.

    Buildings are way trickier,you cannot do anything that makes the world look FAKE,like computer code,it has to maintain the look of being a real world which i ALWAYS feel within Atlas.

    I am baffled as to how they can pull off turning a patch of ground into a bigger city as population rises,you can't just auto change the entire view because it'll look fake.So i feel they need to be careful in what changes and how those changes act within the town.Like if they spawn npc's will they have an AI,roam about or just stationary with a marker over their head?
    You see when i play Atlas once players reside the population of creatures rise and even more dangerous but they are not static spawns,they roam about the entire Island/node as they feel either waddling along or attacking everything that moves.
    point being>implementation,i need to see a world that looks realistic in every way.I hate wading through bad games,shaking my head every 15 secs thinking ..WTF was this developer thinking.



    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    edited March 2019
    Glad they are talking about it and laying out some kind of expectations but still so many questions,

    They need to show and not preach at this point as they have had so many missteps up to this point.  It sounds great on paper much like the last blog but we have heard grand plans before and got Darkfall.
    oh geesus never more evident than in BDO,their node system was rubbish,cheap,lazy,i did not like it whatsoever.Then to add insult to injury,i had to look at lines crossing all through the air showing node connections,don't you dare ruin the immersion,i will log out so fast and delete the game forever.
    I should NEVER see anything on screen i wouldn't see with my eyes inside a world.Yes i realise we have to make a few  exceptions from time to time,like having a hotbar on screen or a map but other than ideas we need to see keep everything off my screen.
    natpick

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • AlomarAlomar Member RarePosts: 1,299
    I'd have loved more "showing" less "detailing" by now, but hey got to use that mmo funding on the battle royale craze while it's hot. amiright?
    Haxus Council Member
    21  year MMO veteran 
    PvP Raid Leader 
    Lover of The Witcher & CD Projekt Red
  • KajidourdenKajidourden Member EpicPosts: 3,030
    They've been singing this tune for over a year but showed no proof of concept.  I have a feeling this game will fall to the same things that toppled EQN, too ambitious with no idea how to get there.  

    Unlike EQN I think this will have a finished product because of the crowdfunding but I doubt itll be anything close to what they promised.
  • KumaponKumapon Member EpicPosts: 1,605
    They've been singing this tune for over a year but showed no proof of concept.  I have a feeling this game will fall to the same things that toppled EQN, too ambitious with no idea how to get there.  

    Unlike EQN I think this will have a finished product because of the crowdfunding but I doubt itll be anything close to what they promised.
    Yep, they keep going on about how every node is going to be "special" and "unique" when every past procedural generated game has proven to be the exact opposite experience. It becomes painfully obvious when the same 10 "town" elements get scattered around in slightly different ways. That's not to say it's impossible, but maybe give an example or two how they plan on doing it.
  • SlyLoKSlyLoK Member RarePosts: 2,698
    Just words until they show it in action.
  • ChaserzChaserz Member RarePosts: 335
    Is this back to MMO progress now and the Fortnight, cash grab with cash shop over?
  • colera1333colera1333 Member UncommonPosts: 8
    You guys clearly don't understand how vital a seperate monetized br game is to development! There is no other option to get the needed feedback for combat and sieging mechanics!

    /s
  • colera1333colera1333 Member UncommonPosts: 8

    Chaserz said:

    Is this back to MMO progress now and the Fortnight, cash grab with cash shop over?



    No it is not over. They went back to the drawing board with it. It is being developed alongside the mmo "to test crucial systems". Take that for what you will.
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