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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Caravan abuse?
Lil Diddle
Member, Alpha Two, Early Alpha Two
This has been a concern of mine since I heard the sound bite saying that guards can be hired for a caravan. This really depends on 2 questions being answered.
Question 1: What is the limit to the number of participants in a single zone of Caravan PVP including the hired guards.
Question 2: Do hired guards for a caravan interact/attack the outside world if someone in the group aggros a mob.
What is stopping me and 5 friends maxing out hired guards on 6 different caravans (I chose 6 for this example but really there is no upper limit) and walk this caravan into a world boss? What happens...and who gets the loot if the guards kill the boss/lead in damage. Can you take this walking army to a castle siege (I dont know how a caravan interacts with instancing).
These are just my concerns, if there are limits posted somewhere that I missed I apologize, please link the source.
Question 1: What is the limit to the number of participants in a single zone of Caravan PVP including the hired guards.
Question 2: Do hired guards for a caravan interact/attack the outside world if someone in the group aggros a mob.
What is stopping me and 5 friends maxing out hired guards on 6 different caravans (I chose 6 for this example but really there is no upper limit) and walk this caravan into a world boss? What happens...and who gets the loot if the guards kill the boss/lead in damage. Can you take this walking army to a castle siege (I dont know how a caravan interacts with instancing).
These are just my concerns, if there are limits posted somewhere that I missed I apologize, please link the source.
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Comments
Private caravans (player) are at the control of the owner. No idea why you'd want to take a caravan to a boss, and loose those resources and items. Also, lessor mobs are near the roads, so chances are, those mobs won't be a threat.
As to your other queries? Dunno.
I doubt AoC will allow you to "train" mobs. Most MMORPGs have implemented a teathering system to prevent trains, as it wasn't a favored mechanic (as fun as it was, for griefing).
I have a few ideas on how this could be limited:
1. The number of guards scale with the size of transported goods. If you are transporting a small amount of goods, you can't hire a full set of guards. This would force you to transport a large amount of goods if you want a full complement of guards. It would also signal to other players the size of treasure to be plundered. If you see a full set of guards, you know they're guarding a lot of loot.
2. Guards could despawn if they travel too far from the road.
3. Guards could be tethered to the road, and simply can't run too far from it.
4. Guards could despawn if the player who controls the caravan opts into another activity, like a castle siege. They could receive a warning to leave the area before guards decide to leave ("This isn't what we signed up for!")
5. Guards could receive extra damage from certain types of mobs (i.e. bosses or world bosses).
6. Guards could simply be programmed not to attack certain types of mobs (i.e. bosses or world bosses).
7. Make guards in one caravan hostile to guards in other caravans, so they can't "work together".
I think it's a good thing to look into, to avoid any kind of exploitation or abuse. I think it will be easy to fix, though.
At the beginning, when you set up the caravan you first decide the size; 1 wagon, 2 wagons etc.
After locking that in, you get to hire caravan guards with a max that is dependent of the amount of wagons that you currently have chosen.
These caravan guards will only spawn, if something attacks the caravan wagons directly. They wont be able to aggro mobs, and in turn will only attack mobs if they attack the wagons. They wont care if the players get attacked.
Caravans will most likely only be able to traverse roads etc.
I can see an issue with latency or being able to cheese a sneak attack if the guards spawn. They should be there from the getgo.
In terms of OP: There should be a limit to what you can put in a caravan. IE: Must have a specific weight, specific item quantity, traverse roads only, Max and Min number of players protecting caravan.
Those are some great ideas!
I didn't put to much thought, in my post, because there is a vacuum of information.
I see the point, with abusing caravans, in this thread. It's just that I foresee a cost, to create a caravan. So, I really didn't take that into consideration. Why waste money, trying to grief the system? Then, again, we are dealing with people. 😁
I believe, Intrepid said; there is a spacing of caravans, meaning you can only control one caravan at a time. I may be wrong, but it would make sense.
We have no idea if Mayor's Caravans will be automatically dispatched, or requiring players to activate and control them. I like the latter.
Ya, I am really interested in the guard system too. Unfortunately, we don't have any information. But, I like these ideas. 😋
Edit. Also, what if... You can "only" hire guards for Mayor Caravans? Personal Caravans, don't get guards, unless you have a node buff to do so (military)?
Guards are meant to be killable by like a group of players.
Seems like (so far), its a completely baseless worry. If it becomes a problem, then I'm sure Intrepid will fix it in due time.
its more of a fun thought experiment to how far this can scale upwards, with enough caravans a boss could be killed, even if that number is like 100 caravans worth of guards...which would be hilarious to see honestly if you didnt lag out first
The cost would far outweigh any tangible benefit, but the idea of a roaming army of NPCs is too precious not to pursue for me lol
Exactly, we dont know what min or max of player participants are and thats part of why im worried people will be able to cheese things somehow. what we really need is just more info on the caravan system.
There is risk vs reward in everything and it is a good point that you bring up and it will no doubt have to be tested to see what the bugs/exploits are.
id be offended if you weren't
That's another reason id like an answer to this question, how viable can I make a solo caravan or am I doomed never to complete one?
I'm not saying they will be impossible just very difficult to protect but there's only one way to find out, don't worry Lil Diddle I'm sure there will be stacks of ppl trying their luck to get one through, me included