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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.
Caravans- What we should strive for!?!(Part B).
ArchivedUser
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B. What I think would improve it.
This section will be a little bit of new and a little bit of I don't know if its implied.
* The owner of the caravan should be able to offer a reward to give people more reason to help defend said caravan. Such as I'm a rich crafter but have no pvp ability heres a million gold to be split with the defenders if the caravan reaches its destination safely.
* The owner of the caravans guild should not need to sign up to defend but be able to join in on the defense at any time. Also the guild-mates should be barred from attacking the caravan defenders.
* Defenders of the caravan cannot leave the static PVP circle and then flag on the caravan. So essentially you can't switch sides halfway through the journey. So if you see the caravan is going down switching at the last second isn't an option you must flee or fight to the death to defend.
* Letting the caravan owner have options of paths to take from the beginning so he can send people to scout all x paths and pick which one is best.
* Should be able to disband caravan making it a free loot item allowing him and defenders to retrieve some of the goods and flee, but allowing anyone to loot it also gives attackers the chance to free loot as well. This makes it so you can bale out of the caravan and get some of your stuff back but initiates the free-for-all pvp giving you a chance to escape but losing most of your goods.
* A grace period of leaving the pvp flag area, meaning if you jump into fight in the pvp area and then flee if a defender follows you a certain distance outside of the static ring they should not be punished. So 30 seconds- a minute after you leave the ring if a defender kills you no penalty occurs.
* A point in which no-one else can attack the caravan. To say 90% into journey there is a no more attackers, keeping people from last second zerging a caravan after they have been fighting off people the entire way. ( This one is debatable even by me)
* Attackers can't attack other offensive players. This makes sure a guild can't wait until both sides are at 25% and come in and wipe everyone to reap the benefits, either join in or don't. (This one is also debatable and could actually take away from a fun aspect)
* Leave a peace zone after a caravan is turned into a wreckage, pacifying everyone who participated so they don't win a war then get scavenged by fresh bodies who choose to not participate.
* Players on the owner of a caravans ignore list not being able to help defend.
Owners being able to kick people from the defense team before the caravan starts. And being able to bar others from joining.
This section will be a little bit of new and a little bit of I don't know if its implied.
* The owner of the caravan should be able to offer a reward to give people more reason to help defend said caravan. Such as I'm a rich crafter but have no pvp ability heres a million gold to be split with the defenders if the caravan reaches its destination safely.
* The owner of the caravans guild should not need to sign up to defend but be able to join in on the defense at any time. Also the guild-mates should be barred from attacking the caravan defenders.
* Defenders of the caravan cannot leave the static PVP circle and then flag on the caravan. So essentially you can't switch sides halfway through the journey. So if you see the caravan is going down switching at the last second isn't an option you must flee or fight to the death to defend.
* Letting the caravan owner have options of paths to take from the beginning so he can send people to scout all x paths and pick which one is best.
* Should be able to disband caravan making it a free loot item allowing him and defenders to retrieve some of the goods and flee, but allowing anyone to loot it also gives attackers the chance to free loot as well. This makes it so you can bale out of the caravan and get some of your stuff back but initiates the free-for-all pvp giving you a chance to escape but losing most of your goods.
* A grace period of leaving the pvp flag area, meaning if you jump into fight in the pvp area and then flee if a defender follows you a certain distance outside of the static ring they should not be punished. So 30 seconds- a minute after you leave the ring if a defender kills you no penalty occurs.
* A point in which no-one else can attack the caravan. To say 90% into journey there is a no more attackers, keeping people from last second zerging a caravan after they have been fighting off people the entire way. ( This one is debatable even by me)
* Attackers can't attack other offensive players. This makes sure a guild can't wait until both sides are at 25% and come in and wipe everyone to reap the benefits, either join in or don't. (This one is also debatable and could actually take away from a fun aspect)
* Leave a peace zone after a caravan is turned into a wreckage, pacifying everyone who participated so they don't win a war then get scavenged by fresh bodies who choose to not participate.
* Players on the owner of a caravans ignore list not being able to help defend.
Owners being able to kick people from the defense team before the caravan starts. And being able to bar others from joining.
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Part B: https://tinyurl.com/mzxsvbh
Part C: https://tinyurl.com/k3f462d
Full Post on Reddit: https://tinyurl.com/mb4l58o