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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Caravan/Node defense
Hello everyone!
The idea of needing caravans to move your goods between nodes is very interesting. It does beg a question though. I can see large PVP guilds memorizing where the caravan paths are and sending like 20 players to ambush the caravans. I do not mind that idea, because I love PVP, however, will there be systems in place to keep smaller guilds from getting crushed by big guilds preventing them from moving goods that they need for crafting?
I have an idea that may help with that issue. Set up a system where you have a maximum amount of players allowed to attack and defend a caravan. The maximum number depends to the zone in which the caravan departs. I'll give an example. A caravan leaving from zone 1 allows for 5 attackers and 5 defenders total. Whereas a caravan leaving from zone 6 will allow a much larger amount of attackers and defenders. That way you can still have epic caravan battles with the high tier stuff and help smaller guilds move supplies.
I'm wondering if a similar system would be good for node defense as well. What does everybody think?
The idea of needing caravans to move your goods between nodes is very interesting. It does beg a question though. I can see large PVP guilds memorizing where the caravan paths are and sending like 20 players to ambush the caravans. I do not mind that idea, because I love PVP, however, will there be systems in place to keep smaller guilds from getting crushed by big guilds preventing them from moving goods that they need for crafting?
I have an idea that may help with that issue. Set up a system where you have a maximum amount of players allowed to attack and defend a caravan. The maximum number depends to the zone in which the caravan departs. I'll give an example. A caravan leaving from zone 1 allows for 5 attackers and 5 defenders total. Whereas a caravan leaving from zone 6 will allow a much larger amount of attackers and defenders. That way you can still have epic caravan battles with the high tier stuff and help smaller guilds move supplies.
I'm wondering if a similar system would be good for node defense as well. What does everybody think?
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Comments
<img src="https://i.gyazo.com/f62caafd8c9c398abf8041459a0a9413.png" alt="" />
I also wonder if attacking caravans will be worth while. The whole point of caravans will be to carry what player can't. Therefore attackers won't be able to capture much from a caravan. They'll have to attack near the destination for it to be worth while so they can do relays with the pirated good. Might be easy camping a large metropolis but small numerous towns and villages might be tough to stop trade.
<img src="https://i.gyazo.com/f62caafd8c9c398abf8041459a0a9413.png" alt="" />
[/quote]
Nice! This is the info I wanted. Thanks AeonAuron and Steven. :)
I also wonder if attacking caravans will be worth while. The whole point of caravans will be to carry what player can’t. Therefore attackers won’t be able to capture much from a caravan. They’ll have to attack near the destination for it to be worth while so they can do relays with the pirated good. Might be easy camping a large metropolis but small numerous towns and villages might be tough to stop trade.
[/quote]
I am really hoping that they don't allow accounts to play on both regions... It was the most broken 'stuff' i have ever seen in my life, in ArcheAge. They even allowed trading between EU and NA which is a... joke...
About second part: <img src="https://i.gyazo.com/0e618bb896b67db456015439e3468893.png" alt="" />
(they = victorious attackers)