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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.
Trade routes, Corruption and YOU
Hey all,
I've taken in a lot of the forum discussions about the many views the community has surrounding corruption and it seems that although it can aid some and hurt others on a mechanical level, perhaps there could be a fix within the community.
(this will apply more to merchant cast over that of the level grind bunnies)
Premise: Since PvP and PvE are both equal and integral to the game, could we employ a strategy of forming guilds of mercenaries that are hired to protect caravans as they travel.
As the realm/game evolves this will along side, eventually piracy will become a hot topic in the realm and setting up ambushes will be common place along known trade routes.
- so lets nip it in the bud and start setting up a militia within the game's core mechanic.
Does anyone see where i'm coming from or am I just shovelling old dirt?
TL DR:
- Corruption and flagged PvP gankers VS mercinary player guild protection scheme.
- player run, political protection etc...
I've taken in a lot of the forum discussions about the many views the community has surrounding corruption and it seems that although it can aid some and hurt others on a mechanical level, perhaps there could be a fix within the community.
(this will apply more to merchant cast over that of the level grind bunnies)
Premise: Since PvP and PvE are both equal and integral to the game, could we employ a strategy of forming guilds of mercenaries that are hired to protect caravans as they travel.
As the realm/game evolves this will along side, eventually piracy will become a hot topic in the realm and setting up ambushes will be common place along known trade routes.
- so lets nip it in the bud and start setting up a militia within the game's core mechanic.
Does anyone see where i'm coming from or am I just shovelling old dirt?
TL DR:
- Corruption and flagged PvP gankers VS mercinary player guild protection scheme.
- player run, political protection etc...
0
Comments
Got to keep people like Welphgryn on their toes.
loot everything the pack mule has and send a guard retinue whimpering.
Even with in the forum this would build a true rivalry that would hook players to the game.
I believe in this mechanic.
Sure you could! You might need a pretty large group to cover all possible time of day and night, but player factors are all part of this kind of thing.
Experiences in other games have shown me that "Wolf Hounds" usually lose enthusiasm over time. That doesn't mean that you will, though.
To pay a commission/fee to defend eats into the potential profit of the caravan delivery. So is there a mechanic to adjust the reward for the defenders and if so would there require a careful balance between how much to reward players, vs how much return needs to be made on the delivery or would there be a separate non-related reward for defending?
1/2 - 3/4 would be paid by the owner and the remaining would be covered by the taxes of the state.
this is why I would want it to be a mechanic and not just a flight of fantasy the community has.
While it seems backwards that the state supports the mercs as a benefit.
It is better for the state that the caravan makes a successful trip without falter so that the money can continue to flow. Else the state suffers greater than the sole owner of the route.
Then, if you can, it might make merit to choose a longer, yet less traveled path between the towns, so that it's less likely to be known that a caravan will be going that way, so it might make the trip safer, however on that same coin, as it is less traveled, there won't be other caravans to back you up incase of any incident the others may be thinking the same thing. No other caravan will come along to help out on the off-chance we got out schedules wrong.
I'm excited for this, so very much
This is the type of thing that would hook me for years to a game.
We know choosing to defend a caravan will give certain rewards or benefits. All we have to do is make sure that when you choose to attack or defend the caravan, the rewards for attacking it (a portion of the loot if successful), are just the same, or slightly higher, than the rewards you get for choosing to defend the caravan (i don't know what kind of rewards that defender will get...but some of it should absolutely come from the caravan owner, and some of it should be thrust at the defenders from the game...ie xp bonus, or defender tokens that can be used to trade in for certain goods).
There will need to be a discussion around the balancing of this, but I am sure we could all come up with a mutually amenable solution, which will make it fun to both attack and defend caravans, giving caravan owners (THIS IS 100% GOING TO ME MY LIFE IN THE GAME), a fun immersion, a risk vs reward scenario, but also a good chance to get their caravans to their destination safely, rather than getting rekt every time they send one out.
Do you think you will need caravans for your enterprising freehold franchise idea?
Next week I'll be making a vote post for the top 10 ideas, where the community can vote for the name. The name that wins, is the name that I'll use. Then I will request that the community design some banners/logos for the Inn that befits the name.
I'll let ya know how it goes.
But if a player kills a looter of said caravan on their way back to town, that player is then disreputable under the system.
Does the player that kills the looter then get a portion of that loot?
If a player kills the player that killed the looter, does that player get a portion of that loot?
I would like to think that a looter stays flagged and their loot hot until they are back within certain distance of their own node.
Further, the quantity of spoils looted influencing encumbering a player proportionally to their own greed / risk propensity and slowing their return to town would place another dimension to it.
After a successful raid, it would be everyone for themselves fleeing back to town. Those with low propensity for risk taking a small share of the spoils and running away quickly.
Those with a high propensity for risk, taking the lion's share and slowly staggering back to town!
If you sneak out of the woods and gank the looters while they are low HP and still flagged, power and loot to you I'd say.