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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.
Is preventing Fast travel bypassed by Live Info ?
ArchivedUser
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There has been much talk about exposing live game information to the outside world. Its part of the stretch goals.
One of the greatest fears of Intrepid was the idea of zerg balls rolling from one caravan to the other and being exactly where the action was through instant travel. So to prevent that, instant travel would not be possible. So that way no one could swamp a battle area en-masse due to the lack of time to organise forces. The itinerary and routes would be hidden to enhance this.
Now what if your position was available live so that guilds could track where there players were and what they were upto ? Seems innocent and reasonable. You can organise your forces and play as guild general on the battlefield.
Now the problem. As a large guild with many players, I can also have my scouts following all the caravans from all destinations to gather intel. I also have a live map of all of my players that are following all caravans. So in effect, I know where all caravans are at all times and can therefore know far in advance where all caravans will be and when. I can have all of my forces in place to ambush any caravan at leisure.....including having my zerg balls laying in wait.
So if live intel that is globally accessible makes impeding fast travel irrelevant as I can predict and follow.
How does eliminating fast travel stop the zerg problem when I can prepare far in advance ?
One of the greatest fears of Intrepid was the idea of zerg balls rolling from one caravan to the other and being exactly where the action was through instant travel. So to prevent that, instant travel would not be possible. So that way no one could swamp a battle area en-masse due to the lack of time to organise forces. The itinerary and routes would be hidden to enhance this.
Now what if your position was available live so that guilds could track where there players were and what they were upto ? Seems innocent and reasonable. You can organise your forces and play as guild general on the battlefield.
Now the problem. As a large guild with many players, I can also have my scouts following all the caravans from all destinations to gather intel. I also have a live map of all of my players that are following all caravans. So in effect, I know where all caravans are at all times and can therefore know far in advance where all caravans will be and when. I can have all of my forces in place to ambush any caravan at leisure.....including having my zerg balls laying in wait.
So if live intel that is globally accessible makes impeding fast travel irrelevant as I can predict and follow.
How does eliminating fast travel stop the zerg problem when I can prepare far in advance ?
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If you learn of the caravan ahead of time, then yes, you will have time to blow the zerg horn and mobilize but information goes both ways. If they learn that you are getting ready for them they probably wont launch so you could end up just wasting your guilds time getting ready for a caravan that isn't coming. Even if you learn of a caravan, you might want to keep it on the down low. Send a smaller group to avoid suspicion and reduce the chance of a spy exposing your movements.
Heres the thing though. If the caravan only takes 30s to get from A to B. Then yes, not only will no zerg get there in time unless they were already there.....but no one would be able to attack the caravan anyway.
If it takes half hour, you actually make the caravan a meaningful event where there will actually be attacks along the route. But the more time you allow for attacks en-route the more time you give zergs to get into place.
This is where the scout problem lies. If the caravan is too quick no PvP will take place. If the caravan is too slow, it will give guilds plenty of time to prepare and ambush in numbers and zerg the caravan.
There will not be an unlimited amount of routes between A and B. It wont take long to figure out the route the caravan will take. Especially in bad weather where there may only be one route open.
At the end of the day. If you want to get a reasonable number of players time to attack the caravan, you must by default give zergs plenty of time to prepare.
If a guilds player can be tracked live, and the player follows the caravan, then the caravan is tracked. The player becomes the homing beacon for the zerg. A node will live and die by those transit lines. Who would ignore them ?
Plus large guilds would be expected to have large populations in many towns to trade. If they know a caravan is headed to the town they are in, it is no issue for them to move out and meet it en-masse. Why pay for goods you can get for free ?
This is my understanding of the system (i'm not the best at explaining but i'll try):
Caravans, at least private ones, are not supposed to be public, pinata, pvp events. They are how players transport resources. They are vulnerable to pvp but every trip isn't supposed to be a massive pvp battle.
The vulnerability is there to allow players to turn them into pvp events. It's a tool. It gives players a way to attack(and damage) their enemies. Yes, the system is open and allows players to play as bandits but i don't think it's there so the server can zerg down every little crafter who wants to transport some goods.
Think about this a minute.
The castle system are 1 week events. They are not constant PvP.
The Siege system is not instant gratification either there is a declaration and preparation period and a timed event. They are not constant PvP.
The arena system does offer instant gratification but it is instanced and not open world AFAIK.
That leaves caravans as the only real open world PvP that is available for constant and instant gratification....but only if you happen to be near a caravan.
Now if I am a PvP playing looking for constant open world PvP ..how do i get it other than the caravan system. The way I see it everyone and their dog will be itching for some PvP action and descending on caravans like a rampant rabbit.
Wrong ?
5-15 minutes might be a good time....but I guess that depends on the distance between nodes with no fast travel available.
I wasnt actually referring to a mayors own population or the native population of the node. I was talking about foreigners to the node that are there to trade. I dont believe only residents are allowed to enter a node and trade. There is no global auction house.
BUT.... why not lol.
I think this issue is only prevalent if caravans are slow and rare. If there are 60 caravans at any given time and they move at about 2/3 mounted speed then a rolling Zerg ball won't be able to hit a majority.
The Zerg risk can also be mitigated by a small loot that now has to spread 45 ways
I think we will be ok on this issue
Yes, your scout may detect a small caravan that is inside the AOR for your guild. However, it may be on the far outskirts of it. And it may be heading in the oppositie direction of your main forces.
So now, you decide to engage it. But that's going to pull you thinner. It also means that you are going to only have whoever you have with you locally to go and hit the caravan. You won't be able to wait for reinforcements from the center of your AOR to come to you, because by the time they arrive, the caravan will have made it to its destination.
Now sure you have 300 people in your guild. You decide that you are going to rampage all around an area. That's fine. Totally expected that people will do this.
Remember though, this is like Eve. If you fly 60 mins out to find PvP and fun, you have to fly 60 mins home.
Its not port from A to B to C to D to E and run the alphabet twice over every night. You travel way the hell over there to the West for fun tonight. You have to drag your butt back to the center tomorrow, and you may very well find you spend an awful lot of your "prime" play time moving back and forth from far out targets.
That's where the lack of fast travel will have the biggest impact. Its not the stopping them from getting there that's going to be the major deterrent. its the time they are going to have to spend getting to the NEXT target.
A small guild wont be able to travel all over the place so cant be everywhere at once. A large guild by the obvious property of having a large population, will in contrast have the ability to be everywhere at once. They dont need to get from A to B if someone at A tells the person at B a caravan is on the way to them.
Also I don't believe the caravans have to go in the same path every time. Person at A calls ahead to B but caravan goes to W.
True, but remember, if the large guild has puddles of players in different nodes, and those puddles of players are separated by a significant time delay in receiving reinforcements, then it doesn't matter that they are a large guild.
As far as intel, well intel is intel. Still, if you can't follow that caravan, then the best you are going to be able to say is that "Jahlon's caravan left Point A headed West" unless you are willing to follow it, you have no idea where I go with it.
Remember, Caravans don't have to stick to roads.
The second point I will dispute. 1. The caravan will always end up at a node. So depending how many nodes will determine a valid and probably limited list of destinations. 2. Refers back to the potential tracking issue where the guild scout simply follows the caravan. You dont need to know where the caravan is....just 1 guild scout giving you live updates. Especially if the guild leader has a live map with player pins on it, telling everyone exactly where they need to be heading at any instant, to head off the caravan.
1. You are right about caravans dont have to stick to roads.....except....the rougher the terrain the longer the duration without the right caravan build. Making you a greater target.
2. The weather will dictate what roads and routes are open. There may only be 1 route in thick snow and ice.
But as @Althor alluded to....If you was given a choice between a lightly defensive but fast caravan or a heavily defensive but slow caravan..what would you choose ? Hope you are fast enough to escape interception or increase the likely hood of interception and try to survive it.
Thanks for the thoughts everyone anyway.
1. Spot a caravan
2. Know the route its going or the possible routes it may take if there are forks in the pathways.
3.Alert guild members in the vicinity and set up an ambush.
This requires knowledge of the route and luck in guessing the correct route. It also requires a reasonable amount of guild members to be in said area to set up an ambush which in such a large world is rather difficult. Attacks on caravans will be unlikely but possible i think. Another possibility would be to constantly harass a caravan with a small amount of players to slow its process and allow rienforcements to arrive but zerging a caravan will be nearly impossible unless you just happen to be traveling with half your guild and spot a caravan.
But yes counter intelligence will be a thing. Good point anyway.