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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.
Comments
Your truth isn't necessarily the truth of others
btw, I joined late so.. what are the two conflicting points of views here? oO
As for Corrupt if killing the Mule... I don't see why it should.
Either you decide to protect your mule or flee.
I see no reason why a Mule should corrupt someone.
Another option ofcourse would be to make it so that Mule cannot be attacked while owner is alive, but that doesn't make much sense to me. But that way the person would become corrupt if you don't fight back to protect yourself (and your mule) from getting robbed.
So again it comes down to "protect your mule or flee(in this case, surrender)"
Since, if you fight back, you become Combatant too and person won't become Corrupt from killing you.
Edit: Also, ty USE
Edit 2:
Also, if killing Mules makes you corrupt, that would just encourage people to bait others into attacking them just so that they can then kill the corrupt player and get his gear.
So again, demerit to that.
As well as why would anyone kill the mule first? That just leaves one opened to be attacked by owner in the meantime oO
I am at level cap, you are leveling around mid level. You are never going to be able to kill me. The reason I don't kill you is because of the corruption penalty. But wait!! You have a mule out that you have been putting resources into. Free loot pinata!! I attack your mule, kill it and take your stuff. You buzz around me like an ineffectual gnat. If you do bother to flag I just smack you down. I laugh at your feeble attempts and walk away with your stuff. That is why it needs to be addressed.
As I said, could just simply make it so that mule cannot be killed while owner is alive.
Best idea I can think of atm at least.
There will be some sort of mechanic in place to prevent this sort of thing from occurring, alpha testing will show if it is a problem or not.
Also maybe beside the point ... but we have no idea what the cost of armor weapons or other is going to be! Might as well be that it would take the size of several caravans to be able to craft anything. In which case running AM extremely slow mule or even a guild of them, might end up being a very costly and in effective way of running resources! at which point this whole discussion just became moot! It could be very effective at which point you would see mules every where you look, in which case if they would be freebees, i wouldn't be farming but killing ( way more cost effective them farming ). Either way is going to be bad ending up killing with out repocurssions. That sayd i sincerely hope caravans won't be curcumvented with mules, so make them slow ( pref slower closer to maximum weight ) and you Will ensure what they were made for, moving resources from farm spot to nearest node!!
It's slower and can carry way less. So if people want to spend/waste time doing so, that is their own choice. It wouldn't make sense either to limit mules in that way. Yeaaaah no, I do not see that happening.
"We need 5 ton of iron to craft this one sword!" Does not make much sense
But.. That has nothing to do with the discussion tho?
The discussion is:
"What should the consequences of killing Mules be? Should they give corruption to avoid higher level players just going around killing Mules of players who are too low leveled to fight back?" basically oO
And honestly its not very cost inefficient when you think about it since with how the system has been talked about if 5/10/20/30 guild members are running mules and get attacked by a group of 5 people or a decent group of ten if they proceed to attack the mules they get corruption with the current system and then get marked red which proceeds to announce to bounty hunters they are at this spot on the map and then they will get swarmed by tons of bounty hunters/that one guild and lose all the resources they stole and chance of gear/heavy exp loss
With how the system is right now its just not worth to attack mules its basically aa logic with this system the safest for sure way to get items to point a/b is the best way even if its less money i'm not trying to be exactly rude when i say this because it ruins the game
A Pvp/pve game like this should not be putting one of the main focus behind a safe mechanic They wanted the caravan system to be a big pvp system that entices bandits to play and cause content/turmoil but how do you pvp like this when no one runs caravans but runs mules instead.
I might be wrong but this is my understanding.
Also, as things are now, I don't think there has been any talk of tying corruption to mounts or mules. We have only been told that you get corruption when you kill a non-combatant, not when you attack them. Nothing about if you kill there mount to my knowledge. This isn't like AA where you get "corruption" by just attacking someone, it's on the kill that you get it.
I haven't read enough about the system....and I don't want to make assumptions or ask questions that aren't fitting.
He was trying to say that, if there is no consequence for attacking mules. High level players can go around stealing from low level players gathering materials with their mules with no issues, which will result in griefers doing it just to bother others.
Aka High Level players abusing Low level players because there is no consequences, and the low level players cannot fight back properly either because of the level difference. He wasn't talking about low level players attacking mules, that much is fair imo.
I will. I have no intention of doing 10 trips when I can do 1 trip with a Mule instead.
And indeed there's and opt-in risk, but I also agree that allowing for high level players to gank as they want will lead to griefing. And I agree that it is indeed no difference from the Caravan system.
And circumventing or not would depend on hwat kind of system was put in place.
You're carrying your goods by mule. I pk you...what good does it do me? You clearly have more than I can carry, otherwise you wouldn’t be using the mule/caravan. If I can claim your mule...then I'm at risk myself of getting ganked. But most likely, I’m not really interested in finishing running your goods wherever you were taking them. At this point that just means the only reason to pvp people on a mule, would be to grief them. In archeage we'd kill someone for a pack and drop it off on nearby plots that we controlled until we could do our own trade run to turn them in, or we'd pvp on boats and claim packs to finish a run ourselves. Is that how it will work here as well? If not, you’re just pvp’ing to grief people because I’m not even going to bother picking up a mule’s worth of resources everytime I kill someone.
I guess the big thing that I'm unaware of is the distance you're transporting goods. In archage, the reward was big for transporting long distance. But you're just carrying a tradepack(s) that are to be handed in. Albion online you're carrying materials or goods for the game that you can turn around and sell/use. You just jump on the persons mount if you needed to and go store/sell the items you picked up. In this game it almost seems like it will be a burden to gank someone carrying trade goods. And it doesn't look like people will drop gear unless they're Red.
So what's the incentive?
http://www.ashesofcreation-the-odyssey.com/2017/07/pvp-flagging-and-corruption-system.html
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
It would leave it open for griefing, but it would also make sense to leave it open for being killed. As I stated in my first comment on it.
Owner can choose between running away, or trying to save it *shrug*
If they will be able to carry more loot, and care bears just want to exploit mules to carry their stuff safe then I say mules should be corruption free, or tagged as caravan zones.
Fresh players will level up fast enough. Leveling is only temporary stage.
Current system:
Pros:
1.Good idea with the node system.
2.caravan idea is pretty well setup
3.bright future since devs want to listen to the communitys feed back
4. good feel for progression over time system with the nodes and world changes from players interaction with it
Cons:
1. Easy to exploit most of the systems in the game
2. Needs a bit more Gold sinks to keep the economy more balanced in the current state
3.Risk vs Reward Player vs Player systems are not worth the risk so pvp will be limited to guild v guild and node siege
Fixes to some systems:
1. make it so after so many times a weapon hits 0 durability it breaks which will force people to buy new weapons which will keep the economy in a good state
2.Do not allow movement of resources to be behind a safety net like karma/corruption
ex. If player 1 runs a caravan and pays for his guards to move 10k worth of materials but runs the risk of losing all his mats to bandits/big guild zergs for a very small profit
But player 2 can have player 3-11 of his guild help him carry their resources over to the same town at a longer time but doesnt run the risk of losing his stuff due to the karma system and get a bigger reward due to lack of resources spent/risk
Now tell me why these two examples are acceptable in a pvp style system aka caravan system
3. Make gear easier to get for players who join later on a newbie package or some other sort of compensation to bring em up to the current speed will help with this
Now this is me talking from my heart this game has given me hope for the future of the mmorpg genre I want it to succeed i want it to last and have a great community/population but we have to get passed this need to make a system worthless because people dont want to pvp
I honestly get people dont want to have their time wasted and feel like a system where people can murder you encourages trolling and the karma system deals with this in a way but adds a big exploit is that fair to the people who are trying to come to this game for the system thats getting exploited
I want Honest answers do you think bandit's/pirates aka the people who like to provide content for the caravan gameplay will stay past the first month when they have only 1 or 2 caravans to hit a day?
honestly just ask yourself are you here for pvx or pve? cause ultimatly this game will be made or broken by the community that gives its feedback to the dev's
I didn't think about it until now but if a player risks the mule and it gets killed, they still have their contents in their bag. Yea, they lost some of the resources in the mule but they aren't leaving empty handed. They go back to town, drop of their stuff, rez the mule, and go back out. The gathering skill they are trying to raise isn't losing any levels. For a pvp game, that doesn't really feel that bad to me. The community should discourage it but i don't think the game needs to.
With current corruption system we just can not call this game PvX, because no one in right mind will go make himself corrupted.
Say good bye to atmosphere of danger while you are walking around and questing or gathering. Even if you get killed, you know the other guy will be punished harder because of corruption.
I have high hopes for Ashes, but only if they modify corruption system so that it's more "offense friendly". Only then this can be a true PvX game.
Again this whole topic just became moot, if it is just like i hope i visioned it will be! In which case i sincerely doubt that the flaging system would not be applied on mules! Remember it does not prefend you from attacking, .... it will only gives you a slight penalty for what the systems and there for defs of the game feel is injust! You can go ahead and pk it any way! Rather if or if you are not going to be "rewarded" for killing some one that is already in a vulnerable possition ( being tasked with maneuvering resources to nearest node ) will remain an discussion that will not be won by any one side!
Lets be honest at one side we have hardcore pvp players, that want to spend as little time as possible farming for materials, and see this slow ass mule mount as the perfect prey to satisfy their mats needs! They have no trouble being that a-hole, robbing some one that just spend the better part of an hour farming that stuff! At the other side is that person less drawn to pvp, that just wants to grind building their imperium! But being molested by what the pvpers hope to be that "easy" prey!
Now lets all hope that intrepid comes with a solution that would fit both needs ( personaly i believe it already excist and is called a caravan ). But lets not forget the most important part i started the post with! Any one that believes mules would be a FAST means, to transport 1/10 of the size of a caravan, all the way!! ( and i mean from farm spot to the node of destination ) Has a very poor believe in the design skills of the development team!! I am certain that mules WILL ONLY BE USED AS TRANSPORT FROM FARM/GRIND SPOT TO THE NEAREST NODE!!! Why? Well because THEY WILL BE TO DANG SLOW AND SERIOUS INEFFECTIVE FOR ANYTHING ELSE ... BUT TRAVEL TO NEAREST NODE!! Making caravans a necessitie! And right there should kill this whole topic all at once if you would ask me! Then again i am sure that their will be enough people arguing this logic! Hopefully though the defs will use common sense, and come up with the fairest solution that caters both sides!
we could do the albion idea where the first 3 tiers of mats are fairly safe to gather and then 4 and up come with some risk behind them which would remove the whole need for the mule discussion at that point
I hope your right and that mules are hella slower then caravans otherwise the game turns into a pve with pvp minigames type of game