Talk:2019-07-26 Livestream

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56:06

Steven: But yes the answer is we do have real dragons. Meaning four leg dragons.

Margaret: Yes that's an actual dragon.

Steven: That is an actual dragon [cross-talk] right and as you guys know in the MMO you know you'll be able to fly this thing if you're a guild leader of one of the castles owned in the game or if you're a mayor of a metropolis. These will also come as we've kind of discussed in the past little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too. But this one in particular is the- is it the Ochre Legion dragon?

Jeffrey: I'm not good at names.

Steven: I think is the Ochre Legion dragon which I think was like a year and a half ago or something we released the concepts for. You guys can actually see this get modeled from start to finish.

1:00:47

Margaret: We're gonna bring back our Jeffrey, our Jeffrey, our Jeffers. And we're gonna answer some questions. I think we're doing good on time today so yeah we're doing good. We're chugging along [cross-talk] I mean we've been doing [cross-talk] yeah we're willing to stay late if we have to. So the first question we have is from Unknown on the forums and they want to know: We have been told that there will be seamless transitions from area to area. How does Ashes plan to deal with an event, perhaps organized by the community, that tries to put thousands of people in a node at once and the problems that might create.

Steven: So that's a super engineering question, however we can give you a pretty limited answer on it. You know obviously when it comes to networking in MMOs you know you have zones that have handshakes between each other right and you have servers that are handling the clients connected in that zone so [cross-talk]

Jeffrey: Even when it's seamless that's still how it's still [cross-talk]

Steven: Exactly. It's still how it's how its architected and how we're going with the architecture, but you know the idea is that our server architecture is more about load balancing you know what is going to be present at these large battles and the connections between these zones and we don't want that to impact at all like you know the area where that handshake occurs or where that zone is split [cross-talk] so that's kind of how we're how we're addressing it. We have our own you know custom back-end with that we're working with certain partners as well in regards to that back-end; and part of what is being tested with regards to apocalypse for that question in particular is just how many we can fit on a single dedicated server. Even though we're going to have many many servers that handle this load, we want to be able to to max it out as much as possible.

Jeffrey: Yeah and then we also have some clever tricks in terms of you know relevancy of one character to another character so that we can shove even more people on top of that so.

Steven: Absolutely [cross-talk]

1:02:49

Margaret: Our next question is for keymillhouse24 who wants to know will we experience different tidal patterns in the ocean?

Jeffrey: Tidal patterns? I don't think we're going to be modeling tidal patterns.

Steven: Yeah they won't be. I mean what you will see is kind of more related to perhaps time of day or seasonal right?

Jeffrey: Yeah doing dynamic tides is a very big problem to solve.

Steven: But I think the question there is aimed at: Will the ocean just be static content all the time and no, we do have a way that we want to represent unique content at certain times with regards to certain climates.

1:03:26

Margaret: All right our next question is from erraticus from the forums and I think I think this question is for our flat earthers. Will the world map be global, meaning if I walk west will I eventually get back to where I was or will there be invisible walls or unscalable mountains at the edges of the map?

Steven: So we going to test that actually. We have plans to do both and see how it impacts-

Jeffrey: And we've got a couple of different strategies to solve the global problem that we're gonna try so there's getting multiple iterations of this. We're gonna find the best one for us in terms of what makes the most sense because it changes how we want to lay out the map, especially the edges of the map where you know this is the closest point to this we really need to be thinking about it.

Steven: Yes and because we're continental right we don't really need to worry about you know mountain range blocking off the edge of the map right. We have oceans right that exist and those oceans are fully connected so you know that's not so much the issue. It's really more about strategically what how it impacts our design on the economics of the game you know the traverseability and movement more so than an actual engineering thing.

1:04:35

Margaret: Our next question is from Heathr2 from the forums and wondering: Other than taxes will the only way that nodes get resources from players be by their own prerogative or will there be something else at that forces them.

Steven: So caravans also supply certain resources. Completing quests will do but the majority of it will be related to players [cross-talk]

Jeffrey: The mayor is trying to incent players to participate in those systems right because it's all the players working together to maintain the health of the node not just the mayor so part of being a mayor is being a good leader and getting your citizens to work on the node's behalf.

Steven: And when you mentioned that taxes would be the only way and it collects resources - actually it doesn't - taxes don't collect resources in the sense of what we consider resources to be. It collects definitely money and money is the engine for how you incentivize the players.

1:05:28

Margaret: And our next question is from Zinni... Will we be able to place mayor campaign banners on our caravans. So they want to be like vote for Zinne on their-

Steven: So we are - I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue but - what was I gonna say? Oh, so with regards then to the mayoral campaigns, if we're going to allow custom user images then yes you could totally do mayoral campaigns [cross-talk]

Jeffrey: It's a lot of fun too.

Steven: Absolutely. I remember how useful it was and the reason what I will admit this what kind of influenced my decision on that a little bit is you know in ArcheAge - and I can't have I hate having to keep referencing back to ArcheAge because yeah

Jeffrey: Well sometimes that's the best way to tell the story.

Steven: That's right. So those of you played ArcheAge will know that you could purchase these custom you know white canvasses and you could place them in your city or on your buildings or whatever and we used to have our actual our guild had an entire zone to ourselves, a city, even at the beginning of the game and I used those to upload notepad texts to inform the guild members on what they needed to do in certain areas whether there was a guild call, where they needed to meet, if they wanted to use the crafting stations. It was really useful and actually I also used it to put pictures of my dogs up in my house [cross-talk]

1:07:22

Margaret: Okay and then hisroom wants to know: Will dynamic destruction also affect ships or is it limited to just structures.

Jeffrey: So that's a question we can't answer right yet, but depending on the solutions that we find for destruction yes or no.

Steven: Sure.

Margaret: You have something add or that's it?

Steven: I mean I mean traditionally if we did not use dynamic destruction that what we would use is decals to simulate damage on the ship based on an overall hit point value. At certain hit point values we would swap out the mesh to show a more destructive state potentially; and that and you know at that point for a user in regards to immersion you know both are very similar from the immersion factor right? [cross-talk]

Jeffrey: It's just a matter of whether we find the right solution for that [cross-talk]

Steven: For those specific meshes. The buildings is different story.

1:08:16

Margaret: Also I'm really sorry if I butcher people's names. Axolotl wants to know: Will there be a sneak mechanics usable [cross-talk]

Steven: Isn't that like a Mesoamerican [cross-talk]

Margaret: Yeah there what's that creature called? It's like the little. It's like a little fish little fish thing and it changes, anyway. I thought that's what it was but maybe not. Well there be a sneak mechanic usable for all classes or will stealth be limited to rogues. Will any or all classes have counter-stealth mechanics?

Steven: There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to you know secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.

1:09:22

Margaret: That's cool. Kimnesia actually has a really good final question: Will secondary classes immediately give you access to all augments for skills or will there be a form of progression necessary for each primary and secondary class combination?

Steven: There will definitely be a progression.

Jeffrey: Yes it's it's part of the progression system for the augments is very similar to the progression system for your main class so yeah.

54:12

Margaret: Okay our next question is from Masao who wants to know: You've mentioned that the highest skilled players in each artisan class won't be masters of all. How deep is the specialization. Will it be as specialized as armor smithing or more specific like plated armor smithing, or even a specific as steel plated armor smithing?

Steven: When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two. So for example if you're a master of you know crafting, and we'll reveal this later with some of the blogs that I know are already written up about professions, but the professions exist within those paths and as you master one of those paths you get to master the professions that are in it as well. It's just about the amount of time you spend in mastering it.

Margaret: Right.

Jeffrey: Right.

Steven: Yeah so I'm sorry, did I answer the question?

1:10:44

Margaret: Yeah it definitely did. Wine crow wants to know is there still a chance we will get some form of the character creator during Apocalypse or will we need to wait for alpha-1?

Steven: So what character creator? Yes there is a chance that it would come before alpha one but there's also a chance that it would be [cross-talk].

Jeffrey: Right this is the character creator is kind of separate from our like alpha/beta cadence right, so you could see it before or after depending on how much progress we make on it. It is a separate thing though that will be included you know it's some point.

Steven: Yes.

1:11:24

Margaret: Awesome and then Kalin wants to know: Will there be a typed chat system in Apocalypse for the upcoming play test?

Steven: There will not be a typed chat system now currently there is just voice over IP in lobby and voice over IP in game.

1:11:40

Margaret: And then the Lazy Peon wants to know: [cross-talk] will there be a PTR or test server post-launch for upcoming content. If so how do you stop players from feeling like they've already experienced all the new stuff during testing before content is fully released? That's a good question.

Steven: We have a unique solution for that with least with regards to content right is that the way some of our content system is at least with regards to text is there's an ability for us to make sure during some of the earlier testing periods that it will not be the content you actually experience [cross-talk] for the story

Jeffrey: It would be like a placeholder.

Steven: Exactly yeah and that's part of what we want to do because a story is very central and to Ashes of Creation's experience and we don't want that story to be revealed too early. Obviously once we hit beta you know that's that's where it will be revealed and there's nothing really we can do about that.

Margaret: Yeah I think that there'll be little stories that you learned that are kind of like side stuff right?

Jeffrey: That's related but not the core narrative.

Steven: Exactly.

Margaret: But you still get the basics of like the systems and things of that sort and how the questing system works so that'll help.

Steven: So to sum up there real quick. There's really no way we can truly stop it before launch but we can mitigate some of it in alpha.

1:13:00

Margaret: And then Digital wind wants to know: If my favoritest ship is lost due to PvP or PvE is it gone forever?

Steven: No. You can repair your ships. You can repair your ships but it is a lengthier process than you've seen probably in other games and most importantly you can only launch your ship again, even when repaired, from land, so.

1:13:23

Margaret: And then a Larry wants to know: What is the planned ratio of race / class specific quest to all other quests. That's a very specific question. If I pick a different race and class as my friends, what - can we play together? I think it reads a little weird. What can't we do together? Like are there certain things we can and cannot do together?

Steven: There will definitely be certain things that you will not do together because you're separate races potentially but those aren't core storylines.

Jeffrey: Right. I would don't picture that ever being that they can't help you out [cross-talk] right like they - you may not be on the same quest but you can still do things together to finish that quest right. We're never gonna like unless it's like some kind of a solo instance thing you're always gonna be able to have other people play with you during those kinds of events.

Margaret: I think we're trying to avoid those other than maybe for very specific [cross-talk]

Jeffrey: There will be specific and definitely will be part of the game and it's part of the storytelling but you know we want to make sure that you know the the person who's playing a tank feels like tank in their experiences [cross-talk]

Margaret: To kind of aid them if I was - if you're on a quest you're a different race from me like that and I'm a dwarf and I'm like oh I want to join and help you and you are on a instanced quest path for instance would I still be able to join you even if I'm not on the quest if it's like a group thing?

Jeffrey: Yes. If it's a group thing yes.

Steven: If it's a group thing yes.

Margaret: I just wanted to clarify okay cool.

Jeffrey: And the ratio of that is gonna be relatively low right, like there will be very specific quest paths for those you know races for classes we generally want everybody to be able to do everything but there are certain types of stories that we'll be doing that way but they're not gonna be the vast majority of them.

Steven: Yeah I would say far above eighty percent probably like 90% are quests that should be sharable by everybody yeah but the 10% that it does exist will be split among like race specific, title specific - your mayor you know, guild specific, potentially ownership specific right.

1:15:24

Margaret: Alright and then lumbermark wants to know: Are we going to see a difference in the visual effects of a single spell when it levels up? So as a spell levels up will we see it [cross-talk]

Steven: There will be hooks and there will be part of our skill progression will also include the ability to add rider effects on to the primary effects you know that it's distinguishable and also from a threat assessment standpoint on the battlefield we want you to know the kind of loadout that another enemy might have and you can tell a lot of that by not just their armor what they're geared towards but also their effects that are being used.

Jeffrey: We want to have a consistent design language for all of that stuff so yeah it's easy to grok what's going on in the game but you know also not even just in those examples Steven gave but also like let's say you have fire bolt at level one right it levels up at level five it turns into a fireball, you're gonna see the difference there too. Basically the FX will follow the functionality of the ability that you're using.

1:16:22

Margaret: Cool and then Black Sun Empire is asking a question specifically about something we had addressed in our first creative directors letter back in I think March and wanted to know: Can you share an update on the withdrawal from the payment provider Xsolla.

Steven: Yes so we are - that is still planned, however many of the new account services that we turned on in December were very closely integrated into a lot of other systems and the modularity to swap in a different payment provider was needed some work, but unfortunately that work took a backseat to a lot of the backend changes that were being done by both our platform and engineering team.

Margaret: Our platform team has been so busy.

Steven: Yes but they just were they just code locked on a lot of the changes from the platform side and we've had some very great meaningful consultation with some of the DBs we're using, database companies we're using, and AWS as well. So they've been great with that but progress report with that it is coming up soon to do that swap, trademark, and we'll keep you updated with that but [cross-talk]

Margaret: We'll probably have something if we did do that we'd let you know in advance. We'd have an FAQ to kind of answer a lot of those questions. We've been trying to do that with any big thing that we have; for instance like the opening in August 20th we're going to have an article that comes out before that kind of answering a lot of questions in advance so hopefully those answer your questions before you even hop into the game or see those changes being made.

1:18:03

Margaret: Our next question here is from two different people. They had similar questions so we're flagging them all in one Devon cook2 and Pellman kind of are asking: What kinds of exotic weapons can we expect to see in game? Will there be glaives, whips, scythes, katanas, things like that?

Jeffrey: So there will be exotic weapons. The question is how many of them will function outside of like our normal weapon class system right. So a katana will likely you'll find like an example of it right in a one-handed sword or a glaive will fall into the halberd category. Something like a whip we've talked about the whips are problematic if we want them to actually look fantastic, so you will see them probably represented in categories that already exist and then sort of the more exotic those are still open discussions that we're having.

1:18:56

Margaret: And then David Cook also had another question here: For economic nodes will players be able to donate towards a mayoral campaign so that a relatively less wealthy player can player with better policies can still win versus the wealthier player with bad policies.

Steven: So the way you - i don't know if we've released this information yet?

Margaret: I know we have an article that's coming out later that will be about [cross-talk]

Steven: The intent of the mayoral election in an economic node is an oligarchy basically where the player purchases the mayorship. So in that sense there will be a mechanism for you to have help with your friends but it's not going to be as simple as just transferring gold, because obviously we want to make sure that you know our behavioral metrics when it comes to flagging the gold sellers in the game and making sure that they're not you know prevalent; we want to mitigate that understandable transactions and if the excuse is you know-

Jeffrey: But yes you will be able to support your friends or people whose policies you agree with [cross-talk]

Margaret: Yes I think well find a design way to make it so you can vote [cross-talk]

Jeffrey: But it is definitely a thing that we want to you know make part of that contest is where are you gonna get this money from and who has the most of it and how can you combat that [cross-talk]

Steven: Part of what we've discussed in the past is you know those friends must be either members of an economic node or the economic node that you're an and trying to get mayorship and they can convert a certain number of their coins each week or something to the elected coin.

Jeffrey: Right.

1:20:48

Margaret: And our next question is for Mazda 69 wants to know: Other than the mayor are there any other prominent positions in the node leadership that have different gameplay mechanics available to them or is it simply the mayor and everyone else is a civilian of that node?

Steven: There's absolutely positions and we drive those positions by title from a design perspective right when you have that position to gain that title and that grants you the you know the access flag with a lot of the NPC's in the town or whatnot and you know outside of like organizations, hierarchies within the organizations, you know the director of that organization inside of a particular node, priests or acolytes in certain temples that might be part of the node, you know patron guild leader, you know chief bounty hunter; you know there's a lot of like you know things that you can strive for within the guild that grant you that special treatment

Jeffrey: Yeah within the node.

Steven: Within the node absolutely.

1:21:48

Margaret: Alright and then ruanku wants know: What game rating are you aiming for and will there be tasteful nudity? I think we've kind of chatted about nudity before. Specific - about a specific location of nudity.

Jeffrey: On a beach.

Margaret: With a body part specifically, but.

Steven: What!? What's happening? [laughter]

Margaret: You asked this question before but it was about a specific body part.

Steven: Okay so the answer to that is we're probably going to end up around teen. We don't want to push it to mature obviously, so you know will there be tasteful nudity? No. That's not the goal and yeah I mean there definitely be you know sensualized know atmospheres within the game but it won't be direct on nudity.

1:22:50

Margaret: And Bladed wants to know will there be any full loot systems that allow all gear currently equipped to be dropped on death, perhaps outside of the corruption system in certain areas of the world? Ala Runescape's wilderness for high-risk and high-reward.

Steven: No. No there will not be a full drop and the reason for that is because you know our intention when it comes to progression within the world is we want it to be meaningful and you know take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.

Jeffrey: Right. It's like oh this will be fun. I lost all my gear. Okay quit.

Steven: Yeah, right exactly.

Margaret: Well they will probably just put in a CS ticket that's what probably happens.

Steven: I didn't mean to go there. It was an accident [cross-talk]

Margaret: I was drunk.

Steven: My friend took over my computer.

1:23:46

Margaret: Oh yeah that's a good one. All the time my brother did something he logged in. Joyed wants to know: Will you be able to see other players levels and equipment characteristics? So like if you were to inspect someone?

Steven: So it's something we talked about early on with regards to having the ability for the player to show their gear. The concern that we had there and we haven't gone down coding this yet in the MMO; I don't know if we will, but the concern there is that it becomes now a barrier for entry in certain activities right. It's one thing to say hey show me your gear and it's another thing to be like you know send me an instant message on discord and send me a picture of your gear stats. Not everybody's gonna jump to that conclusion except the most hardcore people so we don't want there to be a barrier for entry that you know players can't you know participate in certain groups unless they have their gear shown yeah.

Jeffrey: Yeah it's a problem in MMOs right where you know people stop looking at the skill of the player the fun that they're having in an experience and instead just look at raw stats which really they can give an indication of player capability but they oftentimes people get stuck in a loop where they don't have enough gear so they can't do a thing to progress and so they get stuck like without being able to do that even though they might be very good players who can handle themselves in that situation. So we are trying to play on a fine line of giving people enough tools to kind of see who they're playing with yes but also not result in the unnecessary of [cross-talk]

Steven: And obviously we accept and know that we cannot stop people from doing that if they're intending on doing it but what we can do is slow it down a little bit and hopefully that mitigates some of it.

Margaret: And I guess a follow-up to that, because I'm speaking for the peoples here: What about I mean so are you expecting that guilds who are looking for specifically geared players to find out alternate ways to be able to provide that like?

Steven: What? Which one was that?

Margaret: It's the same topic it's you know [cross-talk]

Steven: No there's no way we can stop a guild leader from saying jump on Discord and let me see your character. You can't stop that [cross-talk]

Margaret: Is that what you're expecting people to do?

Steven: No we expect people to play and utilize skill to be an indicator of their capabilities within a party for yourself not necessary rely entirely on stats because obviously you know [cross-talk]

Margaret: So I kick you out when you're being a pleb.

Steven: Right and that should be that's I mean in my in my opinion as an MMO player, I have seen many guilds and I will say even my guild was I was guilty of this as well is that you know to be a part of certain what we used to call constant parties you had to have a certain level of equipment value and you know in my opinion that kind of sucks because the whole purpose of being a part of a party is to progress and get better equipment [cross-talk]

Margaret: You need gear to progress.

Steven: No. What happens is you should look at an individual based on their capabilities, commitment time to play, all of those things as a guild leader and take into account what the investment will be to bring them on board even if they're lesser to degree of another person's equipment value you bring on board for the person. No you bring them on board for the person and then if you want them to get to a certain skill level or excuse me equipment level you help them get there.

Margaret: But that's like a DKP system where you like looking at [cross-talk].

Steven: I also had a DKP system but I subsidized my DKP system I would put in my kind of like Amazon cards, trips to the Vegas guild meeting and then we had a custom programmer you know get us a web page where we would track all the DKP and if you just came to events you got DKP and then you'd bid at the end of each week on all the guild assets; and people could donate stuff to the guild, which would then go on the store and it whatever they donated they get a certain portion of DKP as well. Yeah we had a very, well we had thousands of people in the guild so. I was a little bit over OCD with that system.

Jeffrey: But it sounds like it worked [cross-talk]

Steven: It was really good. It's very good.

1:27:53

Margaret: And then Diggs wants to know: We've been told that a group of summoners can work together to summon a golem. Will the subclasses of the summoners make a difference in regards to what the group can summon?

Steven: Most likely. I don't know about you what they can summon no. But they might be able to change the attributes out that summon.

Jeffrey: Yeah and that will sort of depend on how much time we end up having towards the end. You know we've got a goal specifically for this you know siege golem basically and its progression but also like we would love to get lots of different types but-

Steven: That might be later continent.

Jeffrey: Yeah exactly.

1:28:31

Margaret: And then Paradox wants to know: We know there will be racial augments but will these be cosmetic only or will they affect how the abilities work?

Steven: Racial augments will be both. They'll be cosmetic and they will affect the ability and how they work.

1:28:49

Margaret: Okay and then Dark serif and Jinx the gamer both had similar questions: Will some items have special effects that are passive or on use of [cross-talk]

Steven: Absolutely.

1:29:00

Margaret: Yes alright. Violeta wants to know and this is the rest of these questions that are from our Russian community: Will one guild [cross-talk] or alliance be able to advance all three nodes near the castle or will we need to help or will we need help from other players and guilds?

Steven: I'm sorry about Russian words [laughter]

Margaret: Will one guild or alliance be able to advance all three nodes near the castle or will we need help from other players?

Steven: You will need - well I'm sorry - it'll be very very very difficult to do it just as a solo guild. It would be much easier if you had help but yes technically you could do it as a solo guild.

Jeffrey: Yeah technically yes, but you know we want you to be participating in the greater broader community because you control the region and so we want you to participate in that region basically.

Steven: Be a little diplomatic.

1:29:55

Margaret: Yeah and Sergei wants to know: Will there be a contract system between players. For example can I become a mercenary and sign a contract with another player who wants to hire me to protect his Caravan? That'd be cool.

Jeffrey: Contracts are very cool ideas. They are very difficult to code.

Margaret: Yeah how do you break the contract? What's the parameters?

Jeffrey: It is tough because we have looked at this a little bit and we want to do something that [cross-talk] There are some places where you can do that. There definitely are but contracts would have to be relatively limited.

Steven: So we already have certain features that are contracts so to speak right. That incentive system that Jeff was speaking about earlier that the mayor has is sort of a contract system. He's dedicating funds from the node as a reward if a person completes a task right. So there's a contract: Complete the task get the reward and a player has control over that. With regards to caravans if players come near your caravan and they see the option to join as a defender or attack the caravan or do nothing. If they join as a defender there are also levers that the owner of the caravan can provide as a reward should the caravan be successful as well that he can provide. So that I mean those are sort of contracts sort but they're not like in the spirit of this question [cross-talk]

Jeffrey: It's very tough to make that happen I would take a lot of work to make a system that we'd be happy with right like we can throw something out [cross-talk]

Steven: And that's just cosmetic I mean a lot of those systems really are contracts they're just like hey I get to look at a cool contract screen right and then the player has an option to break the contract and then what is it?

1:31:40

Margaret: Yeah and then our next question is from Alexi wanting to know: Will I be able to participate in a node siege on any side if I'm not a citizen of either the defending or attacking node. If yes will I receive any rewards for participating?

Steven: Yes and yes. You can apply to the help to defend the node and be approved or you can just show up and attack a node. Now the difference is with castle sieges you have to be a part of one of the guilds that's registered but with a node yeah you could just show up and there will be a person NPC you talk with outside of the battlefield and join on either side?

Margaret: Even if you're not a citizen?

Steven: Even if you're not a citizen.

Jeffrey: Yeah that's part of the way that which like - you may have an attachment to a node that you're not a citizen of because it provides service or because it's a great waypoint right and so we want to make sure that we support that.

Steven: Obviously there's restrictions because it'll depend on your other affiliations. For example, if you're you know a citizen of another node that's at war with that node then you wouldn't be able join as a defender, but yeah.

Margaret: So if you meet the criteria yes and you can get rewards yes?

Steven: Yes, yes.

1:32:40

Margaret: Cool. Anatoly wants to know: Will there be buffs and debuffs that depend on climate zone or season?

Jeffrey: Probably not class-based buffs right like but they might be buffs or debuffs based on the type of climate that you're in or it might be an organizational thing where if you're part of the frost guard and you're in a wintry area you might have some bonuses [cross-talk]

Steven: Same true for items. So your character may not from a skill standpoint but your items might be you know a frost cloak and you get a certain passive bonus when you're in the winter frost area - winter area. Same is true for crops, certain building and crafting mechanics will also be susceptible to climate changes.

1:33:25

Margaret: Alright and that wraps up all the questions [cross-talk]

Steven: Our Russian questions. Dosvedanya!

Margaret: Thank you all so much for submitting questions.