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Caravans- What we should strive for!?!(Part C)

C. Problems I see.
Most of these were mentioned in section B., or inferred.
* Zerg guilds camping near the end of roots making it so the caravan never has a chance to get defenders. I can see this occurring quite often near tier 6 nodes b/c of the nature of you need to get to it to make the best gear.
* People saying they want to be a by-standard then after the battle flagging the people who loot the wreckage.
* Guilds sitting outside the circle with a scout watching in the battle then coming in as the battle is about to be won and reaping all the rewards with no chance at loss. Or wiping the other attackers and the defenders when they are at a weak spot near the end of a fight.
* Without a way to reward people to help defend many people would rather just wait and join the attack.
* Player border hoping the static pvp field to keep from death.
* Defenders signing up then just leaving and getting rewarded if it does reach its journey.
Trolls signing up to defend and being immune to people killing them b/c they are part of the defense.

There is information constantly coming out about this game from the developers that may have not been posted or documented outside of an interview. So if you have answers to any of the problems or know of something I listed as an improvement to already be planned, please post about it.
If you have other things you wish to add, reply and I may edit to include them. I want caravans to be awesome and fun for everyone with as little exploits of the system and trolls being rewarded by the system as possible.

-Greek
twitch: greek_god
discord: Greek

P.S. My grammar and spelling probably has issues, please refrain from posting about it unless it directly affects your understanding of the statement.

Comments

  • Part A: https://tinyurl.com/mvqmfjo
    Part B: https://tinyurl.com/mzxsvbh
    Part C: https://tinyurl.com/k3f462d
    Full Post on Reddit: https://tinyurl.com/mvohvx2
  • Looks like the reddit post got deleted? Anyway, I like what you did here. I think the caravans will be a main source of chaos and fun in this game so getting it right should absolutely be a priority of theirs. I'm not gonna nitpick, so...good job lol
  • Reddit link worked for me but here is a direct link:

    https://www.reddit.com/r/AshesofCreation/comments/69x8vv/caravans_thoughts_concerns_and_solutions/
  • Apparently my post is getting auto-mod removed so will trying to get it reversed quite frustrating since the forums are so hard to use currently due to them being eaten
  • Maybe I should have started with section A. :)

    -- I thought the purpose of the caravan's PvP field was to allow defenders and attackers to join as the caravan is traveling? So defenders can be added in the middle; not just at the ends of the caravan's route.
    The scheduled time is supposed to be a secret, so doesn't really make sense for the guild to just camp at the gates forever hoping a caravan will begin to travel. I'm sure people who really care will do some research to check the server pop is at its lowest and any camping guild has the least number of members at the gates.

    -- By-standers would be players who never entered the PvP field. Players who register as neutral are flagged as a combatant, they simply are neither defender or attacker.

    -- Only registered attackers will have access to the loot.
    Wiping out the attackers and defenders while they're weak seems to be expected by the devs and fair play. The solution being to have a large enough guild or mercenaries escorting you to the attack that they can deal with anyone trying to attack you while you're weak.

    -- I think it makes the most sense to pay security forces with rewards other than the loot acquired from the caravan attack. If you have to pay them at all.

    --The PvP field notifies players that they can defend, attack or remain neutral. Hopping out of that field would not prevent death. I don't think hopping out changes your status in any way. You will still be flagged for PvP for at least several minutes. And seems like you would still be flagged as either a defender or attacker or neutral until the event is over.

    -- The node is monitoring what's happening in the zone of influence, and should be aware of who participated and who did not and how much they participated. I don't know that it really matters whether you actively defend the caravan if it arrives safely.
    If no one signs up to attack, there may be nothing for the defenders to do.

    --Defenders do not become immune to attack from people who aren't participating in the caravan event.
    PvP immunity is only for people in your party, in your raid, in your guild and in your alliance. Just those 4.
    It may be that defenders are treated as a raid while attackers are their own raid. People within each raid can't attack each other. So defenders cant attack defenders and attackers can't attack attackers. But, neutrals can probably attack both. They are neutral with regard to the caravan itself. But, everyone in the caravan's PvP field is flagged as a combatant.
  • I think a big thing we have not discussed here is what risk do the attackers take when they attack a caravan. As things stand we're in a situation where people invest hard earned money and resources into a caravan and a group or guild is able to just try to take it with no real repercussion on their end. If we were to take this into a real world scenario a bandit attacking a caravan risks their life for riches. As a more game themed idea having them risk losing their gear when attacking could be an option. I think the transporters SHOULD get a big advantage as they are the ones investing the resources and as things stand there is nothing stopping a guild from just throwing bodies at the caravan until they break through and just keeping on the pressure while they wait for their mates to respawn 20 meters away. I think the attackers should need to rely on resurrects and such to stay in the fight and if they do die and can not be brought back by a friend then they should be taken a significant distance away so that they are out of that particular battle and the attackers would need to regroup and let the caravan move forward before being able to attack again. As they are including mounts in the game it could easily be set up so that the caravan moves at walking speed and a mount could catch up to it even from some distance away.

    TLDR. Attackers need to risk something or be penalized properly (with a long run back for example) when attacking a caravan. Caravans should be able to fend off an attack and have time to regroup and heal before the next one while making progress towards the objective as their "reward" for a successful defense.

    (As an example of a bad trade run system look at GTA 5 where when you kill someone they spawn very close by, very quickly and it is very easy for them to ruin your trade run)
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