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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.
No quick travel........so camping is a must!
I am sure camping will get added, but how would you like it handled?
If you must ask why is it needed, think about when it's time to logout for one, don't you want a save zone to do it in?
Making a safe area to logout is one perk to camping. What are a few others things you want to see, if you setup a camp?
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I think a basic "kit" like a bedroll or fur hide could have many if not infinite charges and simply give a weaker version of a rest buff. More advanced campsites with some buffs/small benefits (i.e.: tanning hides which makes scraps/strips that weigh a little less/cleaning fish and creating fillets which are also a bit lighter) could be a purchasable item that is crafted.
@Granthor
In your second statement "If you must ask why is it needed, think about when it's time to logout for one, don't you want a save zone to do it in?" did you mean Save or Safe zone?
As for a 'safe zone' that can be generated with a campsite, I would be against it. Could this be used to escape PvP? As of now adding any other deterrents to PvP could break some of the community members.
Your avatar, likely, will disappear when you log out so they will be safe when you are away anyways. As for logging in, nobody should be spawn-point hunting so you shouldn't have to worry about PvP. The mobs that travel, they might be an occasional problem, but once you were logged in and the campsite dissolved wouldn't they still be a problem?
I would also be against campsites that grant buff's, even if they are smaller that taverns/freeholds. This would prevent some players from ever going to a tavern for anything in addition to quest, especially taverns that are not in their 'home' nodes ZOI. As many of you know, I am against most non-player produced buffs in general though.
I am not seeing what benefit or risk/reward aspect this would have honestly.
Based on past games I have played, there was always a logout timer when leaving the game, but if you were in an INN or camp site, you logged out right away. Will that be the case with AoC, what about when people lose connection, but don't want to logout from the party? There are reasons why you don't get the fast logout in some cases. So what past programers did was make camps a quick out, if your out in the wilds, or if you in towns. If your pvping and losing, a quick logout would save you right? so that's why they added the timer, to make it so you can't run away from fights, or take advantage of in game stuff by logging out fast. But add the camps, be it a bed roll, or a full setup, you have a place just to use when needed. Camping to me should give you some perks in the wild, small buffs but not huge ones, and give you a place to be safe from the PvE stuff. PvP doesn't stop, just because you make a camp.
If someone wanted to really 'escape' pvp, they could just force close the game if they get that upset over it.
One thing that they should take a page from ESO is NO respawn camps. Early days in ESO pvp you could place camps near pvp objectives to serve as a temporary respawn point. It broke their game so bad they had to shut down the server, and remove the camps from everyone's inventory. We know we don't have things like group summoning or port to available. But having people suicide so they respawn faster and closer to the action would become a thing if placeable respawn points were envisioned.
Ah~, I see what you mean. Though I wouldn't expect full-blown crafting. More like having a profession with an advanced level bonus to lighten the load of unnecessary things like fish guts or excess skin/fat on the hide so you can make it back with a little extra/are less heavy. I'd expect crafting a camp kit with only one profession option added to be one time use. And I'd hope they weren't too easy to craft. And bonus buffs like, 'lucky lure' for having a little better chance to catch good size fish or a buff that lowers the chance of ruining a pelt you're skinning off an animal.
Lol respawn camps, whose bright idea was that. Smh
With or without any game benefits or abilities, I would still love to be able to setup a camp in the wild myself. Have a laugh and a joke with strangers that just want to chat. But hey I forgot, in this game people dont just stroll up for a chat, they have to kill you instead
And also what is wrong with taking the option to run and hide if you dont want to fight. Is roleplaying the coward any less valid than roleplaying the psychotic murderer ? Is running away, escaping and hiding not a valid thing in games ? Sure its a cowardly thing to do, but so is killing someone that dont/wont/cant fight back.
/shrugs
You are supposed to plan your travels so that you end up at the tavern at the end of the adventuring day.
I mean who doesn't want to end their day getting torn up with some Pineapple Pizza and frothy beer.
Yes, you plan our day, but sometimes RL calls, and you need to logout sooner vs later. That's why a camping system will work if you need a quick way to logoff. Also, the camp can be used as a center point if your out hunting or gathering. It's not a huge thing that will take the place of Inns, just something to use out in the wild areas, in the under realm and maybe even in a few dungeons.
Hey this isn't Crowfall geez, your not going to die in your game sleep. haha
You can tell me all about your adventures.
On a more serious not....I dont expect freeholds to be placed anywhere and everywhere. I expect long distances between inns on occasion. So camps would seem a necessity. But it depends on the game world design at the end of the day.
Who knows.
Plus the fact the world of Verra will be huge, those who said we don't need camps, will be screaming for them later.
Ill offer you my services
I won't be screaming for them later either, it's a game and it's a character so if RL calls and I jet, I know what I am coming back to. I like the world size + no fast travel, one of the reasons I backed.
Save me a spot by the fire.
I like the concept of camps and I support them. I think IS will implement them mainly due to the size of verra from what we have heard. What about from a military campaign standpoint. Say a city has declared a siege on another city a couple nodes away. It would be advantageous for the attacking army to setup a large camp near the target city. The attackers could use the camp as a rally point and a place to build/setup siege equipment. I could see this being implemented as part of the setup for the siege.