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So are we still not doing worker camps?

I posted about worker camps a long time ago, and at that time some people shot it down. Saying no way and it will not work etc. etc.

But the idea mainly came from my days playing SWG, and in that game, you could setup mining equipment to run while you were off line. As long as you met the needs of the miner, it would run until the supplies on it ran out, or the spot it is working on run out of materials. It was a great system, and I was always thinking why not use it in other games.

Now in AoC, we will see an harvesting system, and we can go out into the world and find ore, herbs and animal hides, or whatever is needed in this new game. I am hoping we will see it on different levels of harvesting. Like this for example:

1. small, items you can gather up until you hit your carry weight limit.
2. medium, item you can gather up to the limit of a pack animal.
3. large, item you can gather over a longer time, takes a few trips to empty the spot, maybe 1 or 2 days.
4. huge, items you can gather, but you need to stake a claim in town, if one is close to the location, if not you risk losing it to other players if they find it in the area before you setup camp. It takes a few days to empty the location.

The worker camp idea would work like what I seen in SWG, and would be tied to setting up a claim in town. If no town is close, you need to hire out a contract worker camp, this would cost a little more. Then you can setup your operation on the large to huge locations, and the workers will gather up what is needed in the location, as long as you keep the camp supplied with what they need. Also, once you setup the camp, no other player can setup close to you. Once the camp is full, or the spot in empty, you need to setup a caravan to move your material back to your workshops. All rules of the caravan would be in place, so of course you need guards to help protect your raw goods. The caravan will only been needed with the large to huge locations, as the small to medium can be handled a lot easier as they can be moved in one trip, and with less load.

So, does this sound like something that is doable in AoC? This is just an idea, and a wish list type item. But I would like to hear everyones thoughts on this idea, good or bad. Thx

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    You can set up things like a logging camp in Ashes but you will be vulnerable to attacks on your caravans. Ashes is based loosely around SWG. I don't think you will have workers like BDO though. I believe you alone will deal with the 'resource structures'.
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  • Neurath wrote: »
    You can set up things like a logging camp in Ashes but you will be vulnerable to attacks on your caravans. Ashes is based loosely around SWG. I don't think you will have workers like BDO though. I believe you alone will deal with the 'resource structures'.

    I am thinking and hoping it will be a percentage of resources in the area, and you will need to survey the area to find what you want. Be it ore, plant types or animals. Once you know what is there, then you can gather it. If the find is a huge find, example being a heard of animals you need for meat and hides, then you can setup the camp to gather a lot more. The whole camp idea is mainly to help you gain more of the same items you need in crafting. I added the caravan cause I don't believe you should carry 100 tons of hides and meat back to town, and lets just say the town is about 10 miles away. You should have a caravan to bring it all back. The camp can and should have a ready caravan, but only you can tell it where to go.

    At that point all the caravan rules would be in play, so if you get raided moving your materials, that's the risk you take. You should still have options to gather on a smaller scale, and that wouldn't have the same issues of the worker camps. Just if you want mass productions of crafting, you will need mass supplies to make it so. That's why I figure the camp idea might work for at least getting what is needed, but moving it all should be the biggest risk/ reward.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I'm not sure you can move a 'resource structure' but very little is known right now. In my mind, you would only use a 'resource structure' in dense areas of resource as you mentioned. I think it could be high risk/high reward because too many trips, too many sightings and too many caravans could increase the amount of attention/attacks/ambushes you might face.

    For all I know, inside the 'resource structure' could be workers but I just don't think they will be recruitable, tradable or boosted through experience like BDO.
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  • Neurath wrote: »
    I'm not sure you can move a 'resource structure' but very little is known right now. In my mind, you would only use a 'resource structure' in dense areas of resource as you mentioned. I think it could be high risk/high reward because too many trips, too many sightings and too many caravans could increase the amount of attention/attacks/ambushes you might face.

    For all I know, inside the 'resource structure' could be workers but I just don't think they will be recruitable, tradable or boosted through experience like BDO.

    Don't think in line of buildings, but more like tents setup, and you have workers linked to the camp. As long as there is money, water and food for example within the camp, it will run. IN SWG you have to add the resources to the mining equipment to keep it running. It would stop if the supplies ran out, or is the spot being mined dried up, or if the server moved the type of resources in the area. This system doesn't have to be complexed, but at the same time can work within the frame work of this game. Sure you can run around like in WoW and dig or pick or hunt whatever you need or want. But t will come a time when you need mass resources to make whatever you need or want in the game. Lets use ship building for an example.

    You can spend you time everyday cutting down trees, and getting the wood you need, then you also need to gain other items to use with the building of the ship. If you don't have a mass production of getting resources, this might take a lot of time. True you can buy what is needed from other players, but even with those types of people that sell on the open market. They too would want a better way to pool what is needed. So why not have a system in place that doesn't make gathering a 2nd job, when you want to be spending your time having fun n the game?
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Interesting idea. If they add something like this hopefully it only works when logged in and is completely open to attack at all times just like the rest of the world. Making the camps just like any other gatherer.
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    granthor wrote: »
    I posted about worker camps a long time ago, and at that time some people shot it down.

    Shooting it down again.

    Resources are likely to spawn in a similar manner to what you are saying, not exactly the same, but similar.

    Harvesters likely will set up their freehold near larger resource spawns of things they are interested. Doing this will block others from setting up a freehold too close (a standard feature of freeholds).

    This is all that is needed.

    The entire worker aspect simply isn't Ashes.
  • TyranthraxusTyranthraxus Member, Alpha Two
    This sounds like something agree-able. I used to love having an office out on an island in central-eastern Naboo, which had both a travel-mechanism to get me there from our guild-town on Tatooine, and a travel-mechanism to get me back. It was always fun to see a mining operation spring up on that little island, from time to time.

    I don't get the impression that resources will work the same, in AoC, though.

    From your post, I was hoping you were talking about gulags. For some reason? No one ever supports gulags, anymore....



  • SathragoSathrago Member, Alpha Two
    edited November 2021
    I would like this sort of thing if it was more dynamic, like an area that can be disrupted by hostile players as well as defending mercenaries who get payment for how long they spend defending it once the resource is "depleted". So think of it as a caravan that does not move. If you destroy it you get the components + what is being gathered and if you defend you get paid according to whoever is running the site. Of course friends/allies can defend for free if they wish.

    By that I mean the owner can invest a store of coin into the operation that will automatically pay out a chosen amount per set amount of time to defending players. You could choose how many defenders you want at any one time and how much to pay them. You could probably even make it to where instead of payment they get a percentage of what was gathered as reward.
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  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 2021
    Noaani wrote: »
    granthor wrote: »
    I posted about worker camps a long time ago, and at that time some people shot it down.

    Shooting it down again.

    Resources are likely to spawn in a similar manner to what you are saying, not exactly the same, but similar.

    Harvesters likely will set up their freehold near larger resource spawns of things they are interested. Doing this will block others from setting up a freehold too close (a standard feature of freeholds).

    This is all that is needed.

    The entire worker aspect simply isn't Ashes.

    Who knows what we will end up with. The intention from long ago is that resources will spawn randomly in the world. You won't have static spawns that people can map out or bots can just be let loose to run from point to point to point. The large resource deposits (a mine was given as an example long ago) will eventually be tapped out and will despawn and a new large will spawn somewhere else in the world. A1 having the bog standard "run up and hit E on shiny patch" was and is placeholder and is still expected to change. The only real change in the last couple of years is that some resources will be biome specific or more prevalent.

    As to the harvesters example from SWG, some of the devs involved worked on it. They know the problems with just allowing people to place multiple structures in the world as they wish. Steven has partially alleviated the blight and urban sprawl aspect by making freeholds single per account only and with placement restrictions meant to keep people from creating player "villages". Also the initial placement cost increasing in a node as more are placed, and taxes, always, always taxes. While they have mentioned the possibility of adding some sort of extractor to large resource deposits in the past, it was only brought up twice to my knowledge, and was in 2017, when many ideas were being thrown at the whiteboard.

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