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.
Comments
Some people probably won't know the basics of the game and will send their low level caravan right through the middle of an event at bright day without NPC-Guards.
This will result in nearly 0% Success.
Other people will upgrade the caravan, send alot of NPC-Guards and think about the timing of the caravan.
This will improve Success Rate up to 99%.
Thats why the average will be at 50%.
At least until most people know how to improve success Rate by crafting/upgrades/NPCs/timing.
A prepared raiding group may have a high chance of taking a caravan, but because caravans are hopefully being done aaaaall the time it works out to a small % of all trades overall. This way people are confident in continuing to trade and raiders are confident in succeeding when they put in the effort.
I don't care about profit or economy.
I do care whether enough resources arrive to progress the Node and build the buildings we want. And I think that is going to be the primary incentive for defending caravans.
I'm not sure there is any way to know -especially right now- which specific resources get looted by bandits or destroyed by environmental hazards.
That may also depend on how each caravan is built, in addition to how well each caravan is defended.
I wonder what % of gameplay will end up being attacking / defending caravans from other Nodes?
That being said, I think having some non-player risk to caravan transport would be cool: organic goods (i.e. food, leather) decay at some very small rate to incentivize investing in fast caravans, especially for long routes & perhaps some small chance of losing ore from a bumpy ride if the caravan is moving at some speed therefore incentivizing a slower, more well protected caravan. This can also provides some information/deception component to seeing a caravan and trying to figure out what it may contain. To clarify, these natural risks would be very small (you would lose <<10% of goods at most).
1.) a low success rate and a MASSIVE gain if you complete it. Say 10-20%
2.)A high success rate with a minimal gain with low/no risk.
EDIT: I would like to see a 50% success rate develop accounting for player action (as assumed the OP meant), not a pre-set value by IS. It's encouraging that ever 2-3 caravans could be successful but having 4 successes in a row would be rare. Imo, that would be nice.
I believe if a caravan is successfully raided the ride is over. So all non-raided supplies should go back to where they came from, or the caravan owner might also get "loot certificates" for what's left. I also believe that if you raid a caravan from node A, you have to turn your certificates into node A to gain your loot (raider or caravan driver).
If attacking a caravan only pays off 30% of the time for the PvP focused crowd, you are going to push the PvP focused crowd into other more lucrative and consistent activities. Again, I want all this to be player agency driven, but both sides have to feel like they can equally succeed, if they are equally prepared.
I've enjoyed this thread, because it's brought up so many more variants of my initial question. Y'all are awesome.
edit: i dont mind being a caravan guard tho ;D
You're not raiding only for personal profit, but also to sabotage your rival territories and build yours.
How all that ends up working will have a dramatic effect on how caravans need to be balanced, too.
In the end I hope it balances out to 50/50. That means some caravans and some raiders will have a higher success rate, and some lower. This would be considering only the number of caravans actually raided by players. If we only consider MOB's attacking caravans then I think the success rate should be pushed closer to the 80% range.
I would like to see player stats in game that could be used as player titles ie;
fastest caravan driver