Glorious Alpha Two Testers!
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.
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.
What should the success rate of caravans be?
What do you think is the right balance of successfully moving goods vs the caravan falling to someone raiding them? If the raids are successful too often the incentive to keep the economy moving may lose out to the risk of losing your goods.
Where do you wanna see the caravan success chances?
Where do you wanna see the caravan success chances?
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Comments
This coming from a guy who wants to raid them
It's funny, what the caravan system is, it quite literally is the Oregon trail crossing a river you pay a higher price, get reinforcements or take a safer route. Decide to risk it, don't pay for protections and try to go quick and you risk dying of dysentery. I mean getting raided and lose you goods. I think if you prepare and pay for the protections it'll be 80%+ success with the occasional raid force taking you down. If you don't bother to do anything, probably 20% success rate. You can also try to sneak by at off hours to avoid people.
But at the same time I'm with @Rune_Relic.
If a caravan fails I don't think the sender loses everything; only a portion of their goods BUT none of the goods will make to the intended destination so there is that.
Depending on how hard much is involved, I wonder if we can set up multiple caravans with most being decoys? Could make for some very interesting economic strategy.
Also, as a part of weakening a node in anticipation of a siege; if all / most caravans entering a node are stopped will that actually hurt / weaken a node? I think is has to...…..
The rest is all about player preparations to ensure that happens.
That's all about the players and emergent gameplay.
Just a thought
"Hey...can you help me deliver this caravan?"
and I'll be...
Clarification: When i state "Success" I simply mean Turning a Profit. I dont mean they reach their destination. Im talking about, I, a Merchant invest in 10 caravans of X. How many of those 10 make me gold. So an AVERAGE merchant. Not talking about Big guilds, or the top tier guys that are a cut above. If the average merchant has a 60% CHANCE to profit, I think its in a perfect spot FOR BOTH parties.
As stated previously, IF the rates of success are too low, merc guilds will prosper, as hired guards. Pirates are prospering as they are raiding everyone, and merchants will suffer, crafters will suffer, and eventually the BiS gear will only go to pirates (As they main pirate guild in each region will get *free* access to caravans) and only widen the gap.
IF Caravans are 80% success+, Then more people will start doing them, IE Archeage Trade runs. As more people do them, the opportunity for pirates increases, and with the quantity of caravans going on, the success rate will drop back down. So idealy I think 55-75% is the best case for both sides. As a pirate, Id like to see my group win 75% of our attacks. Id hate to see a 20% success rate on attacking. Then it'd be smarter to just join them and make gold that way.
Also:
Success rate means nothing to us at the moment.
A 20% success rate sounds SUPER low but its DESCRIBED as high risk high reward. If the payout is 5x, then a 20% success rate is breaking even.
So we dont know the 'potential' reward, AND as the game evolves theres so many factors; Raw mat cost, processed profit margin, end product payout.
As the success rate drops, the VALUE and raw materials goes up, a 25% success rate with a potential 3x pay is a loss. But as the raw mat becomes rarer, the payout becomes 5x, and now its profitable.
I would guess that on top of the baseline protection the players sending the caravan will have the option to spend some coin to beef up the NPC guards and then of course they can also choose to escort the caravan to its final destination.
The length of the caravan route will determine the length of time the caravan is 'at risk' from attackers.
The good thing is that no matter how much protection the caravan has OR how big the attacking force is either side will always be able overcome the opposition IF they have enough firepower.