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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.
Caravan Looting Mechanic Question
polarbear
Member
From what the wiki stats it seems when a caravan is destroyed, the wreckage is lootable. I assume that the portion of loot dropped for the attacking party would be less than one inventory and thus that would just carry it away. Though for the party that started the caravan, they will have a majority of those items to transport back to their warehouse. So my question is, how are caravan owners supposed to transport their items back home after their caravan is looted?
0
Comments
If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[7][18][19]
Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[20]
Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[21][19]"
https://ashesofcreation.wiki/Caravan_PvP
If a driver fails to drive well, the caravan can fall over and must be righted by those providing safe passage.
Driving recklessly could damage the caravan
Other things I would love to see is capacity to travel off-road but whilst perhaps shorter, more chance of falling over.
This could be the way the mechanic was intended to play, though it seems kind of boring knowing that every caravan encounter follows the exact same pattern of "drive for a bit, have 8/16 players teleport on top of you, then you die."
like @akabear I think the only way the mechanic would work is if there are tons of small forested/out-of-sight roads and it felt like you were seeking past the attacker.
There should be multiple routes for a caravan to take to a destination, so players could try and take less traveled paths for a dangerous run. I could see family summons and ambushes being a thing but family summons should take time and ambushes could be noticed while they are setting up. If someone finds themself getting ganked by 8/16 man groups they should call their guildies to do caravan runs with them or hire out one of these mercenary guilds I keep hearing about and get their own 16 person crew. There will most certainly be scouts and areas being watched that's a good thing that adds depth to the game IMO.
I'm betting it'll play out similarly to Archeage where many guilds chose to save up all their "trade packs" for stretches of time and then get as many people online as their guild/alliance can muster at a time and place to do massive runs all in 1 shot. Most likely with more frequency in Ashes due to the higher need for caravans to be moved through the world.
"I will not allow a system in place that circumvents the resource or region mechanics. Nor will an implementation be allowed that could abuse my “anti-Zerg” desires. The testing for this feature will be present in A2 and I will always err on the side of caution when examining the data we collect around this mechanic." – Steven Sharif
My only worry is about coordinated zerging using the teleporting system in the game. Also Zerging in more important parts of the map. Cuz people will family their entire guild if it means gaining a free teleport to anywhere on the world map. I think there needs to be a range limitation added to it to prevent this.
I don't have too many problems with how they are doing the systems, but Zerging is an issue that only Warhammer Online fixed by making it mostly an instanced pvp game. There is the possibility that they could make it so the more people in Caravan battles the less rewards each people get. Since there are limited resources and you won't get all of them in a Caravan Battle.
The problem I see is actually because of PvP servers on WoW. Where level 60 players would gank lvl 20 players even though they gained nothing from doing it. Just to grief them. If people are willing to waste days of their time on stuff like that then it might get annoying in certain situations in Ashes that they might not have intended.
That said the WoW community is pretty garbage overall. I think this game will probably have a better community and won't want to gank people all of the time. It's one of those systems that it will work well if people don't do it all of the time. If people do nothing but raid caravans all day everyday then it could actually become a problem. There is a chance that if they do that though they will fall behind and get crushed by higher leveled players.
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