Wandering Mist wrote: » On the one hand, the gatherers and crafters will want the caravans to make it to their destination quickly without incident, since if the caravan is destroyed, their trade is disrupted. However, if this happens then any player guarding the caravan will be very very bored and have a bad experience.
blur wrote: » Lots of caravans will be raided.
noaani wrote: » blur wrote: » Lots of caravans will be raided. I'm not sure that will be the case, especially if you consider the whole life of the game.
leonerdo wrote: » I was under the impression that caravan raids would start more as a PvE thing with NPCs. Like most caravans should have a number of NPC guards, so when a raiding party comes along they have to take a few minutes to dispatch the NPCs first. That gives a few minutes for allies of the caravan/node to come to the rescue. From the perspective of an allied citizen, it would be kinda like any other random event: they get a notification if an allied caravan is being attacked nearby, they have a couple minutes to join the fight before it's too late, and they get a small reward for helping to guard it. It could also be possible that NPC bandits have a chance to attack any caravan, just so that it's not so boring to guard. And so there's a good reason to guard it, even when you don't expect PvP attackers (like during off-peak hours). Essentially NPCs can form a baseline for caravan battles, to ease the randomness of Player participation. So I don't think we have to worry too much about caravans being dead/boring content. What we should be worried about, and I don't have a quick answer for, is balancing those ad-hoc PvP battles with variable numbers of participants. How easy is it to just zerg rush a caravan before any defenders arrive? If there's a group of 20+ raiders, will there be time for defenders to intervene, or does every caravan need 20+ player guards, just in case? How much do the NPCs (guards and bandits) vary in their strength? Can they scale dynamically, in order to balance the number of player participants? Or would that invalidate the existing system where the major can pay for extra guards/defense? How often do caravans even run? Is it possible to make a living off caravan raiding, without some kind of espionage/intel to tell you when/where they run? Can a caravan be partially raided, but still deliver a portion of it's cargo? I'm really not sure what to expect. So uh, that's going to be a very important thing to watch in the alphas and betas.
noaani wrote: » It is probably not possible to make a living purely off of caravan raiding at all.
Wandering Mist wrote: » After all, if the caravan doesn't get attacked it turns into the most boring escort quest ever.
blur wrote: » noaani wrote: » It is probably not possible to make a living purely off of caravan raiding at all. But are people seeking to live off it, or is it more of a spoiling/harassing strategy versus opponents?
Morashtak wrote: » Wandering Mist wrote: » After all, if the caravan doesn't get attacked it turns into the most boring escort quest ever. Uhm... no necessarily. I played Naval Action for a while and there was many a time when I had a cargo full of high value items. Knowing I could be attacked at any time kept me always a bit paranoid; watching chat for reports of enemy activity, keeping my head on a swivel with spyglass at the ready, planning an escape route all throughout the trip, etc. Arriving at my final port of call without being attacked filled me with immense relief. Just because you shouldn't be attacked doesn't mean you won't be. Boring trips should be the rare exception, not the norm even when the caravan is not attacked.
Sarevok wrote: » I'm curious if we will be able to hire mercenary NPCs to assist with blocking roads or ambushing roads for incoming/outgoing caravans that will signal to the guild that hired them.