Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Will we see solo carts down the road?
I get that we will need caravans. In my mind there should be different levels of a caravan, poorly funded to high priced. And to that it will show the value of what it's carrying.
But I keep thinking, will we see one man carts too at some point? It's not a caravan, but would let you move your items, but only as one cart. Maybe it's something for NPCs only, but I feel it would add a level to the system.
How about this idea:
1. solo cart without escort high risk
2. solo cart with escort mid-high risk
3. two carts without escort high risk
4. two carts with light escort slight risk
5. two carts with heavy escort low risk
6. three carts max with light escort slight risk
7. three carts max with heavy escort low risk
This would still work with the caravan idea, just fleshing it out more.
NPC Escorts would very on what you want to pay, and who you want to guard the load. Mages to bowmen, and a few fighters in between. The better the protection you want, the high the price of the guards.
But another question: will caravans be under auto or manual control, and will we get that option?
Comments
Caravans should DEFINITELY be controlled by a player! Let's not have a roleplay game where a role is filled by a NPC! Many, many players would enjoy being the driver of a caravan!
Also, the carts should have some main controls like, "Stop" "Speed" (increases speed on cart by 50% for 5 seconds, but has a 20 second cooldown) "Defensive Barrier" (a magical shield that can surround the cart and prevent 75% of magical and 50% physical damage, for CRUCIAL situations, lasts 10 seconds, 2 min cooldown) "Auto-pilot" (can't think of a name, but this would allow the player to switch with an NPC so they can fight if the defending players need help) and "Magic Turret" (something that gives the carts offensive ability to help the team and has to be manned by a player and has limited ammo depending on what the players choose before sending the cart, does damage depending on type selected, most damaging cost much more, have decreased ammo limits and can slow down the caravan when used.)
Some would say, "What if a troll or betrayer is riding in the caravan? They'll let the resources be taken!!" To that I say, put someone that you can trust, yourself, for example, at the helm, or a very trusted officer or lieutenant in the guild/node.
These are some ideas on how the carts can be upgraded and be purposeful, not just big wooden, armored punching bags.
1. player chooses a route for caravan (starting point, destination, one of offered routes between them)
2. caravan starts moving automatically (PvP area following it)
3. player might have an option to tell the caravan to stop temporarily, and to continue to move, but will not be able to actively drive the caravan which way he wants. Caravan will auto move along chosen route.
There will be personal cart-types, we know there are mules to carry more material than a player can but less than a caravan. I don't think there is a need for multiple options between the two, either it's a mule or a caravan.
I do like the options you presented and would use a similar set up with my pen and paper group, but I think it would be too much for Ashes.
i am glad they will have an actual in-between level of item transportation between what you can carry and a caravan, was wondering if they would do that. when you're first starting out having to pay for a caravan would be a killer at low levels
As long as mules are corruption free.
Otherwise this could be seen as exploiting (getting around caravan system, while being protected by corruption mechanics).
Solo caravans I think are discussed, you wouldn't need 3 caravans to transport hay from one node to another unless it's in high abundance.
So I think solo caravans might be a given, even merchant caravans for example... Do you have jewelry to sell? You have a singular caravan.
I look forward to seeing more of this.
I would be against this inside their Node/ZOI of citizenship. But outside that area, yes, treating them like caravan to prevent the work around would likely be necessary and reasonable.
I personally hope caravans work similarly as to how @Gothix has described:
I dislike the idea of player driven caravans because I think it would be messy. I really don't want to be in the middle of a Forrest harvesting sap from a tree, to then see a random caravan trying to squeeze between tree trunks to avoid the road. If it is player driven I would appreciate it being locked to roads and pathways.
In addition~
Remember that Caravan systems won't only be for personal trading!
You'll need to use the caravan system for quests, castle and node supplies (https://youtu.be/f8SpiG0Ulbg?t=45m20s).
In terms of weight @UnknownSystemError correctly highlighted how we understand the capacity system for now:
This suggests that it will be weight based rather than quantity. Therefore you would want to factor in the risk/reward/time concepts when it comes to personal trading.
(I'll use gathering as an example because it is what I'll be doing ) All hypothetical but here we go!
- I can CHOOSE to harvest lighter materials so I can carry more in my bag, or on my mule to remove the RISK factor of Caravans. This type of produce will probably have a low profit margin due to being a popular risk free material. To make any sort of satisfactory profit I would need to do multiple runs which is time consuming.
- I can CHOOSE to take the RISK and continue to harvest lighter materials but in large quantities, taking the weight threshold to the point of a caravan. This would mean there is a CHANCE my caravan is attacked. If I successfully defend I'll feel proud as punch. If I loose I will lose a portion of my materials and feel pretty salty but I would not have lost everything. Large supplies of the produce would make me the "go to" at the market stalls because players will look for fair prices and quantity.
- I can CHOOSE to harvest heavier materials which means if I wanted to avoid the risk of Caravans, I would only be able to hold in my bag and mule. If the resource exists in the world in a large quantity and I can only carry a few, I need to RISK the opportunity of missing out on a large profit margin. I would need to do multiple trips and hope the supply doesn't run out or be happy with the fact that I'll make a decent return on the product (which will probably sell for a fair price) and that it could sell pretty quick.
- I can choose to take the RISK and continue to harvest the heavier materials but in large quantities, taking the weight threshold to the point of a caravan. This would mean there is a CHANCE my caravan is attacked. If I successfully defend I'll feel proud as punch. If I loose I will lose a portion of my materials and feel pretty salty but I would not have lost everything. I'd be able to make a tasty profit that would feel super satisfying and rewarding because I took the risk.
Personally the Caravan experience sounds far more memorable and enjoyable in comparison to the pack and mules.Players can upgrade their caravan and hire NPC (https://www.youtube.com/watch?v=qnk1sfUXaEw&feature=youtu.be&t=40m41s) to help defend their goods.
It is something I really look forward to focusing on!