Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Official Live stream Q&A Question Thread – July 28, 2017
This discussion has been closed.
Comments
( please not Cash Shop Currency )
Such as, there will be Gold, but " Gems " will also be a measurement of money
Will legendary weapons and armor be introduced to each server through specific node quest, or via a secret prerequisite checklist?
Thanks,
Warkov
How many are there? Can you give us some examples? Like God of Healing , God of Combat. Will Clerics all have the same spells but get Augments-Perks pertaining to their GOD Or will you be BOLD and do all that PLUS give Clerics at least one SPECIALTY SPELL {that relates to their Sphere of Influence} every level or every other level that is totally different from all the other GOD? Every level for Cleric/Cleric but every other level for Cleric/Other. Kind of like the Specialty Priests in The Forgotten seems about right
You said that there will be a RELIGIOUS Organization, kind of like the Backer Goal Organizations, but for Clerics & Possibly Half Clerics, such as PALADINS and that you can Rise within the Ranks of the Clergy. So is it possible become the "LEADER of that Priesthood"? And will those with the Highest Rank get access to QUEST SPELLS, your D&D fans so you KNOW what I'm talking about
@Fwuppers
We know that you'll have one account for Ashes of Creation. If you want multiple accounts that is okay aslong as you pay for the monthly sub @Meudestroy
In one of their discussions on sieges that was one of the things that the siegers could do before the siege to help them out
P. S. sorry for Google Translator
Caravans sound like an awesome thing to me in concept.
My concern is that they will see minimal use.
Will there be certain efforts to build that are literally impossible to complete, without using a caravan? (ie, will the code treat building like a quest, where the quest only succeeds if the caravan is used). Or will players always 'technically' be able to craft/build anything using materials that they have carried in their inventories.
Or will it be a matter of items that are physically impossible to move without the use of a vehicle (to big or heavy to fit in one's inventory?)
I understand a player's carrying capacity for raw or refined materials may be extremely limited. But to come by these materials is an arduous process and so one does not wish to lose them... a successful caravan raid would be very costly to the artisan and/or the guild supporting him/her.
Let us imagine a guild with 20 people, who need to get a supply of widget mcguffins from Townville to Cityburg.
If those 20 people are willing to guard the (presumably slow moving) caravan, is that the most efficient/safe way to achieve that goal?
Or would it be faster for all 20 people to fill their carrying capacity, and each travel individually, with presumably minimized risk.
I really would like the caravan system to be a huge part of the game. I'm just worried that it won't get used, if the risks outweigh the rewards, particularly if guilds can achieve the same result by working together outside of the caravan system.
And now, a mathematical explanation of my question!
Mission: Transport 100 Widget McGuffins from Townville to Cityburg for processing into Lampshade Hangings.
1 Widget McGuffin = 5 pounds
Player Carrying capacity = 25 pounds
Caravan Carrying capacity = 500 pounds
OPTION 1:
1 Player can carry 25 pounds or 5 Widget McGuffins.
My guild has 20 people willing to help. Each can carry 5 widget McGuffins.
In Total 100 Widget McGuffins are carried in player inventories.
We arrive in Cityburg. Billy didn't make it, he was killed by a bunny, because he had so many Widget McGuffins, he didn't have room to pack a holy hand grenade.
Total Widget McGuffins arriving in Cityburg = 95. Not bad. I can make like.. 4 and 3/4s of a lampshade hanging with that!
OPTION 2:
1 Caravan is equipped to carry 500 pounds. Or 100 Widget McGuffins.
My guild has 20 people willing to help guard the caravan.
We get attacked by the Guild who say 'Ni!'. Most of our players survive, but the Caravan is destroyed and becomes a wreck. The enemy loots it!
Total Widget McGuffins arriving in Cityburg = 0.
Ouch. Where will I hang my lampshade now?
TL;DR: Will Caravans be worth the risks?
Do you own the music that you are using in the ashes of creation videos? I've been hearing it in other videos lately.
How do they stop you from getting 10 friends together and with their mules just bypassing the caravan system. Simple, item stack caps. If you can only carry 5 logs (example) in a stack in personal and mount inventory, you have 20 slots in personal, that means you can carry 100 logs max. Caravan has no stack limit, just weight. That would be one way to make using them worth the bother. It is one of the things we are going to test in alpha by doing just what you suggested. Getting people together in a group and seeing just how much they can carry of widgets vs caravan, so they can adjust the system to make one of their pillars not be on shaky ground.
This aspect kinda reminds me slightly of Wurm, which was a very crafting driven game. You basically had to have a cart in that game (sort of a personal one man caravan I guess), or your options in the area of building/crafting became extremely limited.