Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.
Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage. Automatic PvE sieges may be initiated against nodes that are not continuously active.
- 1 Declaring a node siege
- 2 Siege alliances
- 3 Siege mechanics
- 4 Completing a siege
- 5 Node deleveling
- 6 Siege abilities
- 7 Impact of monsters and world bosses
- 8 Impact on player stalls
- 9 Node wars
- 10 Zergs
- 11 Artwork
- 12 See also
- 13 References
Declaring a node siege
- Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node.
- Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see.
Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. – Margaret Krohn
- Sieging will require a similar amount of resources and time to what it took to develop the node being sieged.
- Siege equipment will need to be crafted based on the stage of the defending node.
- Mayors/governments allocate resources, taxes, and quests to help develop node defenses.
Once a siege is declared there is a period of time before the siege will commence, determined by the size of the node:
- Castle sieges.
- Node sieges.
- Legendary world boss spawns.
- Monster coin events.
- Dungeon opportunities.
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time. – Steven Sharif
- For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.
- There are many reasons to participate as an ally in the attack or defence of other nodes.
- Social bonds.
Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened. – Steven Sharif
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
- Certain siege mechanics may be gated for specific size groups during sieges.
- There will not be a deserter debuff for leaving a siege before it is complete.
- More will be revealed in an upcoming blog entry.
Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs. – Steven Sharif
The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids. – Steven Sharif
- Districts are taken by defeating a "raid boss" guard NPC in that district.
- If attackers take over a district, they gain that district as a respawn location.
- The respawn time for defenders is increased for each district that is taken.
Defenders can assault the outposts of the attackers to hinder them.
Completing a siege
- Defenders will be required to hold a central point in the node. Attackers will need to remove the defender's flag and raise their own.
If the node survives, there will be a cooldown before the node can be sieged again:
- There will be spoils from successfully sieging a node.
Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges... If a siege is successful, then the Node is brought down to Level 0, anyone who was a citizen of that Node is no longer a citizen, and any Freeholds owned by the citizens of the Node are destroyed. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. – Margaret Krohn
- Nodes can delevel to stage 0 (wilderness) after a successful siege.
- A node cannot delevel more than a single level at a time.
If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit. – Margaret Krohn
Impact on freeholds
- Players and their allies may defend their freehold for this period of time.
- Structures and guards may be obtained to defend freeholds during this period.
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.
- If a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.
Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold. – Margaret Krohn
- Blueprints are mailed to the player to utilize for future placement.
- Destroyed freeholds are subject to material loss.
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).
Not just in APOC where we want a completely destructible environment, but also in the MMORPG when it comes to Dungeons and traversing certain areas. We want destruction to be a very core element of how players make their way through the world. – Steven Sharif
- Different races becoming primary contributors.
- Design elements determined by different governments.
- Reactions and interactions with other nodes in the world.
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.
These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is. – Steven Sharif
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.
- The number of summoners participating in the summon will determine its overall size.
- All summoners must be in the same party and the party leader must be a summoner.
- The party leader initiates the summon and then takes control of it.
- Once summoned, the party leader cannot be changed.
- If the party disbands, the summon ends. There will be a grace period to handle disconnects.
- The party may also contain non-Summoners.
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids. – Steven Sharif
All Nodes have an experience deficit that accumulates daily. The deficit is based on the current level of the Node; experience earned is applied to the deficit, then any excess is added to the Node’s experience pool. At the end of the day, any remaining deficit is subtracted from the Node’s experience pool. If the deficit would cause the Node to drop under the required experience for its current level, certain flags will appear to notify the citizens that all is not well in their Node. After a short period, if the atrophy is not addressed, the Node will then delevel. – Margaret Krohn
Impact of monsters and world bosses
- Monster coin events do not occur before sieges.
- Monster coin events do not occur during sieges.
Impact on player stalls
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. – Steven Sharif
- Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers. – Steven Sharif
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game. – Steven Sharif
Having objectives in gameplay make helps to balance the zerg mentality.
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have. – Steven Sharif
- Video, 4 December 2016 (0:02).
- Blog - Know Your Nodes - Advance and Destroy.
- A reactive world - Nodes.
- Video, 30 April 2017 (5:31).
- Livestream, 4 May 2018 (48:14).
- Interview, 17 August 2018 (24:48).
- Official Livestream - May 4th @ 3 PM PST - Q&A
- Podcast, 11 May 2018 (21:07).
- Livestream, 24 May 2017 (37:05).
- Blog: 10 facts about castle sieges in the MMORPG.
- Video, 31 May 2017 (2:27).
- Livestream, 18 January 2018 (37:05).
- Interview, 8 August 2018 (20:49).
- Livestream, 24 May 2017 (17:08).
- Livestream, 19 May 2017 (45:14).
- Livestream, 28 July 2017 (36:51).
- Livestream, 8 April 2018 (PM) (51:49).
- Livestream, 19 May 2017 (47:07).
- Livestream, 9 July 2018 (42:48).
- Livestream, 19 May 2017 (28:04).
- Livestream, 19 May 2017 (29:34).
- Livestream, 18 July 2017 (40:14).
- Livestream, 17 November 2017 (47:10).
- Livestream, 28 June 2019 (31:15).
- Livestream, 24 May 2017 (52:39).
- Livestream, 24 May 2017 (40:50).
- Livestream, 28 June 2019 (1:26:14).
- Podcast, 11 May 2018 (49:20).
- Livestream, 19 May 2017 (10:06).
- Livestream, 8 April 2018 (AM) (28:01).
- Interview, 17 August 2018 (14:59).
- Livestream, 24 May 2017 (22:30).
- Livestream, 3 May 2017 (36:25).
- Livestream, 16 October 2017 (59:39).
- City hall.
- Video, 5 April 2018 (41:48).
- Livestream, 5 May 2017 (23:26).
- Livestream, 19 May 2017 (25:18).
- Livestream, 22 May 2017 (57:37).
- Interview, 11 May 2018 (44:20).
- Interview, 8 August 2018 (11:52).