Set Chubulas wrote: » Steven has mentioned that the game will be group balanced versus individually balanced. Meaning, there will inherently be better classes for pvp and pve content.https://ashesofcreation.wiki/Game_balance
Wandering Mist wrote: » I'm not sure what the risk/reward of caravans has to do with PvP class balance. The problem with trying to balance the classes at any point is you often have to compromise between PvE and PvP. This is made even harder in a game like Ashes where the majority of the PvP is open world. Games like GW2 for example can balance classes differently in PvP because it is instanced rather than open world, but Ashes doesn't have that luxury. I honestly don't know how they will manage it.
FuryBladeborne wrote: » The reward for the defenders is getting the caravan with all of its goods through. Plus looting the attackers doesn't hurt either.
Warth wrote: » Why would the attackers have to risk anything there? Its their turn to carry the risk once they have the goods themselves.
vmangman wrote: » Warth wrote: » Why would the attackers have to risk anything there? Its their turn to carry the risk once they have the goods themselves. Because if there is no risk for the attackers you will barely see anyone join the caravan as a defender which will mean that all randoms that come across the caravan will choose to attack it. This could lead to a great imbalance and break the caravan system. The game is built around risk vs. reward and as far as we know so far the attackers have no risk associated with their task.
Warth wrote: » The people attacking a world boss, farm a dungeon, go fishing have no risk either. Aquisition of items never has as much risk as retaining it. Parties, Families, Guilds will primarily be your Defenders. The People transporting the goods will be exactly the people that do have people to do the trade run with. If nobody else wants to risk transporting mithril from Node A to B then the group doing it will profit most. With a decreasing number of people doing it the reward will increase. The increasing reward an increasing amount of people will bother doing it. Its a self regulating systems. One that has worked perfectly fine in games like Eve
Warth wrote: » So do the defenders that get killed while transporting in Albion/Eve. Here, both the defender and attacker have less risk, as they merely suffer the death penalty, but their gear/loadout is save.
vmangman wrote: » Warth wrote: » So do the defenders that get killed while transporting in Albion/Eve. Here, both the defender and attacker have less risk, as they merely suffer the death penalty, but their gear/loadout is save. I’m so confused as to how you don’t understand this... In AoC the defenders are subject to losing their entire haul/transport and the attackers aren’t subject to losing anything. There is no risk to being an attacker. In Eve/Albion the defenders are subject to losing their entire haul/transport and their ship/gear and the attackers are subject to losing their ship/gear. There is a risk to being an attacker.
The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.
Warth wrote: » vmangman wrote: » Warth wrote: » So do the defenders that get killed while transporting in Albion/Eve. Here, both the defender and attacker have less risk, as they merely suffer the death penalty, but their gear/loadout is save. I’m so confused as to how you don’t understand this... In AoC the defenders are subject to losing their entire haul/transport and the attackers aren’t subject to losing anything. There is no risk to being an attacker. In Eve/Albion the defenders are subject to losing their entire haul/transport and their ship/gear and the attackers are subject to losing their ship/gear. There is a risk to being an attacker. I totally get what you mean. It's still not relevant at all. The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit. It's not meant to be a risk for the attacker. It's meant to be a risk for the person owning the goods. The same way, the Attacker in a Castle Siege don't suffer any risk. The same way the Attacker in a Node Siege don't suffer any risk. The risk is with the people owning the goods/Castle/real estate in the Node. Once the attacker get the goods or the castle, they will be the ones carrying the risk next. It's not a balanced like a scale for both attackers and defenders. It's a circular systems, where you carry the risk once you have the goods. On the caravan owners side, the reward has to grow with the increased risk. That's the only real requirement for this system to work. If nobody but you dares to run a caravan with materials to Node B, then you will make a whole lot of money upon achieving that. Comparing the risk and reward between attackers and defenders is nonsensical, as it isn't a system that's designed around having equal Reward/Risk on both the attackers and defenders side. The flucuating risk/rewards is primarily meant to work on the side of the owner of the goods, as stated by intrepid themselves. If less than a handful of groups/guilds dare to run a caravan full of mithril ore to Node B, then that is completely fine, as long as they reap significant rewards for doing exactly that. They will profit from the large amount of mithril in Node A (cheap to buy) and profit from the scarcity of Mithril in Node B (high price when selling it). Not everybody is supposed to run caravans, not everybody should run caravans. Doing them should carry significant risk, otherwise there won't be any meaningful rewards tied to it. By minimizing the risk the attacker carries, you automatically increase the risk the defender carries and in turn the rewards attached to it.