Glorious Alpha Two Testers!
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.
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.
Suggestion for Caravans
WickerMan
Member, Alpha One, Alpha Two, Early Alpha Two
Hello,
Not sure where to make a suggestion so making a post here.
I think the idea of a menu when going near a Caravan for Attack / Defend / Ignore is a bit tacky and also brakes immersion.
If you attack a caravan you can be classed as an attacker, If you attack people who have attacked a caravan or followed a caravan for a duration of time you can be classed as a defender and if you walk past it and don't interact or follow it for a while you can be classed as ignoring it so i don't think there is a need for the menu.
Thanks!
Not sure where to make a suggestion so making a post here.
I think the idea of a menu when going near a Caravan for Attack / Defend / Ignore is a bit tacky and also brakes immersion.
If you attack a caravan you can be classed as an attacker, If you attack people who have attacked a caravan or followed a caravan for a duration of time you can be classed as a defender and if you walk past it and don't interact or follow it for a while you can be classed as ignoring it so i don't think there is a need for the menu.
Thanks!
6
Comments
My website: https://www.squeetee.com Youtube: https://www.youtube.com/squeetee
Guild Site: https://www.bmfguild.xyz Guilded: https://www.guilded.gg/r/cR1EDJJZNR?i=d5DrXJ14
Also, this is quite difficult to code as opposed to just having a system that classifies people as attackers, defenders or ignorers.
I thought this was just a (pre-)Alpha thing, guess not.
Only question I would have is how would players who join in to help the caravan be safe from being registered as an attacker? One Aoe spell from a mage would ruin the whole thing.
One way around this that I see, is players toggle this on or off before they leave their city and is a standing option in the UI. It would be annoying having to run back, or to the nearest town, to switch it, but it gives Marauding players that Ambush fantasy.
Whatever the decision is from Intrepid I do believe the formula should be Immersion> Convenience.
It gives a bit more freedom to players and lets you, for example, try to defeat a group attacking a caravan so they don't get to loot it just so you can destroy the caravan and loot it yourself.
Using AoE abilities near a caravan could be dangerous with this system, but maybe it's just kinda dangerous to use AoE abilities near a caravan unless you're super careful and that's not really a bad thing.
I think it's important for people to make their intention known for fair PvP.
I don't care about immersion in situations where balance in involved.
U.S. East
This is so attackers cant just run with the caravan until suddenly deciding to choose attackers.
My suggestion is that instead of forcing people to pick a side through a menu, the choice is to ignore or not and that's a toggle setting for every player. If you choose not to ignore you get flagged to fight around the caravan and are free to attack or defend at your whim.
U.S. East
It's called an ambush.
I think the AoE issue as a defender might be eliminated after an internal clock hits 0 either way i think it could just be a case of watch your AoE's.
This would remove the whole attack defend ignore system but the only defending reward would be the caravan makes it safely to its destination.
Maybe this event type and the menu system just fits with the whole game design that intrepid has in mind
U.S. East
I’d make it so that everyone that joins the caravan as a guard is on the same team and can’t attack each other or loot the caravan. I’d also make it so there is a “purple bubble” around the caravan and people get a warning if they get too close. If you go into the bubble you are flagged and can be attacked as an enemy.
This wouldn’t prevent ambushes; you can still stealth or attack long range with spells and arrows. It just prevents a group flagged green from walking right up to the caravan and then bursting out all at once before the guards can do anything without risking corruption.
Once you start to think about this in depth and run various scenarios in your mind a whole bunch of problems pop up with would be "automatic system".
Doesn't mean it's a good system and can't be done better. I love open world pvp, but this way it doesn't seem like there is any, really. You don't want to kill people since the corruption is such a negative feature and caravans are almost instanced, not fluid atleast.