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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.
Item Safety
Craiken
Member
I'm intrigued by the reactive, player-controlled vision for this game world. I'm also trepidacious. According to the wiki, buildings, nodes, etc can all be destroyed. I'm curious whether there will be safe options for storing acquired items. Are there invulnerable NPC banks? How do I know everything I've worked in-game for won't be gone if I can't log in for a couple weeks?
Thanks for satisfying the curiosity of a new member!
Thanks for satisfying the curiosity of a new member!
1
Comments
While there are likely to be normal NPC banks, there is no guarantee that you can take an item out from any location other than where you deposited it. Should that bank be destroyed due to the node it belongs to being destroyed, there is potentially a need for a system here in order to prevent the game turning in to a survival game - as you say.
My assumption (and assumptions are all we have to go on right now) is that it will function much like caravans. When destroyed, a portion of the contents will be made available for looting - but the remainder will be mailed back to the original owner.
This would mean that if you have some items and raw materials stored in a bank, or in your freehold, if that building is destroyed, a portion of the raw materials may drop for players to pick up. However, the remainder of the materials, and any items not subject to dropping (which I would assume to use the same rules player death) will simply be mailed back to the player along with their blueprints. A potential alternative to this is that the items that were in storage in your freehold may simply be added to the blueprint, and are thus automatically added to your storage there when you rebuild - though this does not really work for banked items.
With the exception of material loss, this was basically what happened in Archeage if you lost a property.
Keep in mind, the above is literally all just how I assume it will end up being - it is not how Intrepid have stated it to be.
https://youtube.com/watch?v=ndtjwBxhwtw&t=3899s&ab_channel=AshesofCreation
I dont believe this is true. Finished items never end up for grabs i believe... you can never lose a sword or completed item through lose of life or home i believe.
But yes, when a node is destroyed all crafting components and gatherables get looted by the winning seigers
Sorry, I don't understand your statement
Gears aren't up for grabs if you're green or purple and you get killed, but if you're red you can and when a node is destroyed they can as well, same for freeholds when a node is destroyed... If it's destroyed
The wiki says only gatherables and processed goods: Node Destruction
Do you have a sources? This is one of those things i could see them flipping on so you could be right, I just can't recall if they have said this.
The point of node sieges isn't to destroy everything that everyone has earned, that would make people rage quit. There IS however an amount of loss in the form of base resources when a player is killed or a node is destroyed.
For the node, this might result in a massive increase in caravans trying to sell their goods outside the node at reduced prices, just to ensure that they don't lose their investments entirely. Likewise, that means an uptick in banditry in the area, organized or not.
Finished items are more of a liability than an investment. You don't lose completed items but they do require materials to be repaired. You can break down a completed item for these mats but you wont get all the mats back. The value of finished items is also decreased because crafters can customize the stats of items. Most people will probably prefer getting their items crafted with the stats they want over buying an already completed item.
Best thing to do is probably to not horde and sell your resources.
Imagine if you will.... the fact that you can only store items in your home, and home node banks.... now imagine someone seiging the only place you can store items..... so now you only have the gear on your back... now immagine the army that just burned down your house is ransaking every player they come across in the area. They kill you. The gear on your back breaks. Its unequipable.
How do you plan on grinding your way back into gear without any gear, in order to just play the game again?
For this just make an upgradeable lockbox that can only store 18-30 stacks with a low weight cap. Even if the node or freehold gets raided, the lockbox's contents are safe with a massive cost to its durability. There's no reason to make an entire class of item free from loss. Honestly, when I do ZvZ in albion, the only thing that makes it exciting is the potential to lose items on death. Having safe castle sieges where you never risk your equipment would be a snoozefest where everyone brings their best items all the time, eliminating the need for lower level equipment. I don't know if I'd enjoy that type of content.
New World had the one zone one storage and it got hit with a lot of backlash.
New World is an example of what not to do in an MMO.
If the game must absolutely have restrictions, then it must have a means to bipass these restrictions through quests or activities. Being restrictive for the sake of being restrictive won't make happy gamers, nor a healthy game
BDO is perfect example of bypassing accessibility for storage items across cities. Even though BDO has no fast travelling like ashes you were able to pay a fee for a tradewagon to deliver the items from a city to another. The delivery time would depend on the distance. It could take several hours.
Being able to do this when you are online and know a siege will be happening at your node, would be kinda cool.