Nodes are…


        Nodes are a lot of things. We think that some of the features for Nodes got lost in translation last time, so let’s get into it a bit more here! 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.


Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.


Nodes are About Community


Nodes are formed through players doing things in their Zone of Influence. If you do something that gets you experience, the Node gets experience too. The main way for players to contribute to a Node is by being active. If players are questing, gathering or gaining experience in any way then the Node grows. Groups of players may move to an area because of a quest and indirectly form a camp, or players may specifically move to an area and aim to form a city! Whatever the motivation, you build through doing. The larger the group, the faster the Node advances.


Nodes are About Story


Everything about our world is reflected by the advancement of the Node system. 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. This tale can change and grow with the decisions of the community. We want the players to tell a story using the tools we provide. This requires a great deal of content to account for many different possible paths.  But it’s worth the work to have a world where decisions matter and watch each server make different decisions.


Nodes are about Choice


There are four types of Nodes, each with a different strength. We will give you the details in the future, but the four types are: Military, Divine, Economic, and Scientific. For example, a Military Node will have combat oriented benefits. Stronger walls, combat buffs for citizens etc. Being a part of these Nodes shape the benefits you receive. If you find the benefits you want aren’t available because another Node is present, you can seek out an area to form one (or seek to destroy an established Node to make room!). Choice, needs, and differing motivations cause strife, which the Node system thrives on.


Nodes are About Power


With choice comes power and responsibility. Choices are great for those who reap the rewards from them, and bad for those who suffer from them. Players don’t own Nodes, the world does, but there are ways to influence them.  Players run the government, players conduct trade, and players own the land. Individuals play a role in them, as do guilds. Nodes succeed with more people, much like actual towns. The more citizens they can tax, the more transactions taking place, the more they can do. Being the most popular town is very desirable. Conflicting desires between outsiders and insiders creates strife. We want to allow for a power struggle around the world, where players can become a part of the community they create. In the early part of the game land will be common, but later on availability will decrease. If you can’t advance a new Node to the level you want anymore, conflict will be necessary.


Nodes are a lot of things. Ultimately, Nodes are what you make of them. The first part of this video series will help explain what Nodes are and how players interact with the space around them.




Author Steven
Categories Blog
Views 27948

Comments (22)

  • Zephirius
    March 27, 2017 at 9:44 am
    • Ozium
      April 2, 2017 at 5:07 pm
      sounds interesting, looking forward to more !
  • EgoSingularitas
    March 27, 2017 at 10:36 am
    Very interesting. One question I have after reading is, if a group of players (Guild) moves to an area of influence, attempting to advance that area via the explained methods and succeed, what happens if the same group goes to a different area of influence already evolved into say a small town and quest the as well as father materials/minerals? Does their progress help a town/area of influence they may not want to partake in in advancing?
  • Aggelos
    March 27, 2017 at 10:37 am
    OMG! So in love!
    • Endrakan
      April 25, 2017 at 7:49 am
      As I understand it, the location stays a small town (think of it as 2 sets of exp happening at once, one goes to the player & their advancement; the second goes to the location and it's advancement) so if the given players move; their advancement of course stays with them, but the local advancement stays in place (unless/until something happens to destroy the advancement...)
  • Shiner
    March 27, 2017 at 5:00 pm
    Thanks to the whole Team for this nice insight. I am very pleased with the new approaches. Keep up the good work.
  • Ageni
    March 27, 2017 at 11:38 pm
    I really like an idea regarding those NODS !!! Thanks for sharing devs!
  • Wayne Buller
    March 28, 2017 at 2:11 am
    This sounds pretty cool! I can't wait to see how it plays out. A dynamic world is what the MMO genre is needing!
  • Kkrazlite
    March 29, 2017 at 5:01 am
    You guys continue to amaze me again and again. I like your direction for the game and i love the way you guys are handling player feed-back as well. You have many attributes for a great company and even greater game developers. Keep up the fantastic work! -Mr. Foundation
  • Szymon Jedraszyk
    March 30, 2017 at 11:29 am
    Hello, Steven, we few time in this video use something like your own server. I have a question how this will look's, this gonna be like browser server's or like one world mmo game?
  • Zassalis
    April 5, 2017 at 5:46 pm
    How do I give you guys my money?!?!? I want to support this game!
  • Spazda
    April 6, 2017 at 11:06 pm
    wow this is different interesting to see how this works in real game. looking forward to this.
  • Meagashira
    April 7, 2017 at 5:00 am
    THIS IS AMEZING! :D i love it!
  • Tollens
    April 11, 2017 at 5:35 pm
    Nodes sound like a guild hall. The more the guild does, the better the hall is.
  • Xardaas
    April 15, 2017 at 12:00 pm
    Take my money :D
  • Akatosh
    April 15, 2017 at 1:45 pm
    Looks great, I like it, although one thing im worried about, will each city look unique? I could see it getting boring if every city looked copy and pasted, or had the same look to it. as in every city looking like a basic medieval city. I would suggest making every city look different based on the node its in. For example having the mystical forest node have an elvish city, and whatnot. Or even also having the city change slightly based on the choices of the players somehow. This also applies to camps, towns, wand whatnot.
  • KenRichie
    April 17, 2017 at 1:00 am
    SOOOOO cool i wish i could have a beta key T^T , i would devote my time to a game like this even if beta
  • Manuel Omar
    April 17, 2017 at 8:06 am
    "Nodes are the World's intelligence. And it's a reactive one, one that reacts to the acts and deeds of players. Movement and change are it's ways". This is so cool because it is just as real life. Excellent idea! The best MMORPGs are the ones that emulate best the rules that actually guide reality... a good mmorpg is a world, within this world, and the more that echoes it, the more the mmorpg simply shines. (That is why some of us love WoW - because it's a dynamic, ever-changing universe). I'm really looking foward to see your project! "A world that changes according to our deeds" sounds so right. Simple, basic rules, that allows the world to reflect and give back to every player, whatever he gives first. A world shaped by the collective agreement manifested through everyone's acts. Take the unlimited and bind it together by simple cause-and-effect rules... sweet! /(btw... ever read "Tao te Ching" from Lao Tzu? it contains simple information, about World's Intelligence, imho)
  • Manuel Omar
    April 17, 2017 at 8:21 am
    Sharing some feed :) Really really feel that nodes should operate in terms of unconditional love... just as the Earth does.. act in unconditional love toward the players, while seeking the conservation of the resources (or "lifeforms" as trees, hunting meats, etc) that are connected to it. that is... giving back often what their inhabitants want, seeking for the permanence, survival, of all the life forms that inhabit such node. Let me develope: the node exist through it's resources, as it is that which attracts the players to it. A node with no resources won't be visited, and it would be as if it doesn't exist. So, every node needs to be directed to the preservation -as well as multiplication- of it's resources: fish that can be fish, wood that can be gathered, even treasures that can be found, etc., as it affects the own node's preservation. ("can a node be 'drained' if it's over-exploited? and then be rehealed through time?") So, in order for a node to "survive" (meaning to be visited by players) it has to keep it resources, and therefore "act" (or "react") in that direction. Act in unconditional love toward the players, while seeking to sustain all of the "lifeforms/aka resources" that are connected to such node. Because the node wants players to be on it, making it grow, right? just an opinion that felt to be shared. Namasté!
  • Autumn
    April 20, 2017 at 6:31 am
    Big hope on this game
  • Jesus
    April 29, 2017 at 12:03 pm
    Sounds interesting. Lookin' forward to this.
  • CinemaSix
    May 10, 2017 at 4:15 am
    I'd really like to know how areas work - in every MMO I've ever played, each area is level-based. This node system seems immersive and super interesting, and I think its a great idea, but it seems like there can't be any regions specifically for level 1-10 players, level 11-20 players, etc. If there are areas like this, they might clash with the node system. For example, when thousands of new players are in the low level area for the first few weeks after release, the node in that area will grow relatively quickly and eventually become a metropolis, correct? But this metropolis would soon become useless to most of its builders, as they'll be forced to move on towards higher level based regions (to find more valuable resources, hunt for larger amounts of exp, and continue the overall story, whatever that may be). Hopefully I've phrased this well enough for someone to understand it - sorry if I haven't. If anyone has the time to explain/reply I'd appreciate it greatly. Regardless, looking forward to the game!

Comments are closed.