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Caravan System - No System Survives Contact With the Player

AsgerrAsgerr Member, Alpha Two
I was watching one of Accolon's videos, and he made an interesting point about the systems in AoC.

In particular he posits that the Caravan system in itself may be fun, but what happens when the players say fuck it? What happens when the players realize it's easier and safer to just form a guild of 50 people, and all carry the goods in their backpacks. Now they're not flagged as fair game for PvP, can probably carry as much as a caravan in total, and can probably use faster mounts too.

What would Intrepid do then? Should they implement negative game design (e.g. adding weight to items so that they're too heavy to carry in a backpack) to force the players to play the game the way they want you them to play?

What other systems could be worked around by players getting fed up with certain systems and finding alternatives, which completely negate the existence of a core mechanic?

What should Intrepid do to prevent this? Should they even do anything to prevent it, if it limits player agency?


Video for reference: https://youtu.be/VTuf6sRhVs4?t=2859s
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Comments

  • KargoneKargone Member, Alpha Two
    edited August 2022
    There is no doubt that some players will look for alternatives to transport goods instead of using a caravan, but I don't think it's a solution to try to control everything so that the game plays the way the developers want it to. .

    If there are other ways, the most important thing is to not distort the game too much.

    And finding an alternative to perform is a freedom that every gamer should have the right to do.
  • LudulluLudullu Member, Alpha Two
    edited August 2022
    I mean, they already have mules in the game so they're obviously fine with you transferring your stuff w/o the pvp potential (though obviously still a PK one).

    When you're transferring your own goods (or your guild's goods), you're free to do whatever. You can take way more time to transfer them if you're scared of losing them in a caravan. But when it's a node-based quest caravan or a mayoral caravan, and you want to do that quest or progress/support the node - you're made to do that, because there's no other way. I'd assume these will be the main caravans that run around - not the personal ones.

    But on the topic of guild caravans. If you, as a guild, decide to transfer a ton of resources from one place to the other just with your mules, I'd assume you have a huuuuge value in those resources. I'd assume any rivaling guild would know about that kind of value. So that rivaling guild is now free to declare a war on you or, if they have a mayor in a different node block, they can declare a war on your node and have you as enemies. Now you're literally the same as the caravan, except you have less hp (caravans are super thicc bois), you have less resources per run so your overall speed of transfer is pretty much non-existent due to constant attacks, and if you did use mules - you are now losing a ton of resources per each death (even if flagged death penalty is only 10% of your stuff).

    In other words, it is way easier to defend a single caravan with your 50 people than try to run several mules that will get killed way faster.

    Now obviously that's just how I see it going down. We'll need to see how it plays on in practice in alpha2.
  • WarthWarth Member, Alpha Two
    @Asgerr if you have 50 people disposable to you, then you might as well run the caravan. Getting your caravan destroyed with 30-50 isn't exactly a significant threat in the first place.

    You could even use those people to chain caravans and do 5-50 at once essentially transporting 10-100 times the goods you could do with everybody on their mounts.

    Also, i'd hope that regular mounts would lose movement speed when nearing full inventory weight. I think that would solve a lot of issues.
  • VolgarisVolgaris Member, Alpha Two
    I assume something similar to AA trade packs. I mean getting 50 guildies to transfer items is an feat. or you can transfer all those items without guildies, just randos that want to defend the caravan. but players will find the most efficient way to progress, and if hoofing the goods is better then the caravan system won't be used. I highly doubt intrepid will allow that seeing there's been a bunch of work already put into these systems.
  • AsgerrAsgerr Member, Alpha Two
    Warth wrote: »
    @Asgerr if you have 50 people disposable to you, then you might as well run the caravan. Getting your caravan destroyed with 30-50 isn't exactly a significant threat in the first place.

    You could even use those people to chain caravans and do 5-50 at once essentially transporting 10-100 times the goods you could do with everybody on their mounts.

    Also, i'd hope that regular mounts would lose movement speed when nearing full inventory weight. I think that would solve a lot of issues.

    Well what I can see being an issue is that if a rival guild attacks your caravan with their own 50 players, then you're fair game, and could potentially lose the defense. That means losing all the contents of the caravan, plus having it looted by enemies, who will also loot the defender's body

    If they go out in the world as 50 guild members, on mounts or mules (faster than a caravan) with the items in their packs, enemies will have a harder time catching them as there won't be a notification of a caravan being nearby. They also lose fewer contents upon death, and give the rival guild corruption if they don't fight back.

    The barrier to that happening is having the numbers and the coordination.
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  • AsgerrAsgerr Member, Alpha Two
    Volgaris wrote: »
    I assume something similar to AA trade packs. I mean getting 50 guildies to transfer items is an feat. or you can transfer all those items without guildies, just randos that want to defend the caravan. but players will find the most efficient way to progress, and if hoofing the goods is better then the caravan system won't be used. I highly doubt intrepid will allow that seeing there's been a bunch of work already put into these systems.

    Right, that's what has me scratching my head. Because to avoid players running this strategy and forgoing caravans, they would have to implement a number of restrictions which might feel bad to a player. You basically get game design limiting your agency to force you to use their system.... In a game which hopes to allow for player freedom etc.
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  • Morg7x7Morg7x7 Member, Alpha Two
    1 full caravan = 100 backpacks so 50 players will need to do 2 runs. If you're only going to the node next door then fine, yolo it on foot. If you need to go cross country through populated or mob dense areas a caravan will probably be best.

    Also a group of 50 chads could earn extra gold selling empty space on caravan runs.

    This is one of the systems i'm most looking forwards to so I really hope it's well implemented.
  • WarthWarth Member, Alpha Two
    Morg7x7 wrote: »
    1 full caravan = 100 backpacks so 50 players will need to do 2 runs. If you're only going to the node next door then fine, yolo it on foot. If you need to go cross country through populated or mob dense areas a caravan will probably be best.

    Also a group of 50 chads could earn extra gold selling empty space on caravan runs.

    This is one of the systems i'm most looking forwards to so I really hope it's well implemented.
    @Morg7x7 you can also chain caravans. (One Caravan run, 5+ caravans (500+ Times the capacity of an inventory)), which would mean that with one transport you could easily transport 10+ times the amount that 50 people could do on the mount.

    With 50 people participating, filling up more than 1 caravan shouldn't be exactly a hard thing to do.
  • LudulluLudullu Member, Alpha Two
    Asgerr wrote: »
    They also lose fewer contents upon death, and give the rival guild corruption if they don't fight back.
    Only if you're not in a guild that can be hit with a war declaration. And if you have a "rival" guild then most likely they'll try to dec you to prevent you from progressing in whatever you want to progress in. And unless you're doing your runs during off hours of your rival guild, they would probably see/know that you're doing a huge resource run and would come between you and your destination.
  • UnderdelveUnderdelve Member, Alpha Two
    edited August 2022
    It’s an interesting question @asgerr I believe that, currently, the only draw back would be that a guild that does not engage with the caravan system won't be able to gain skins, abilities, etc. associated with engaging with the caravan system.

    I'll echo some of the points already brought up by @NiKr There will likely still be a need for caravans - they are used, as far as I know, to help level nodes, deliver taxes/supplies to castles, and to establish trading routes between nodes. But absent that, if a guild simply wants to move goods outside of that system, I don't know that there are currently any mechanics, yet revealed, that would discourage a guild from running supplies using mounts and numbers to mimic what a personal caravan does.

    Ultimately, I think Intrepid would have to severely restrict the amount of goods that can be carried via a mount. But, I believe that through the animal husbandry system, mounts can be bred to have a larger carrying capacity. Perhaps they'll remove the expansion of carry capacity, for mounts? For players?

    Perhaps Intrepid could add "mount ware" if you are constantly loading up your mount? Yes, we can move goods via mounts/mules, in mass, but at some point, we may have to replace all the mounts/mules. I don't think players would take kindly to this type of mechanic, but it would certainly cause guilds/individuals to consider whether using the caravan system would be more advantageous and less punitive that having to constantly replace mounts/mules.

    Wiki link for reference: https://ashesofcreation.wiki/Caravans

    I think speed will be the likely benefit of using the caravan system. Caravans on roads could be much faster than mounts, but it would need to still allow time for the caravan to be attacked.
  • VolgarisVolgaris Member, Alpha Two
    [/quote]Right, that's what has me scratching my head. Because to avoid players running this strategy and forgoing caravans, they would have to implement a number of restrictions which might feel bad to a player. You basically get game design limiting your agency to force you to use their system.... In a game which hopes to allow for player freedom etc.[/quote]

    well freedom within limit right. if i can stack oak planks up to 100 in my backpack, then theres no reason for caravans. the point of a caravan is to carry tonnage which players couldn't carry. kind of like the your friend with the truck when you have to move. carrying metals, stones, woods around is heavy. but something is saffron is super light. so a truck full of saffron would be worth more than a truck load of lumber. so there has to be a balance between the real life weight vs fun. If i got 50 guildies I'd run 2 or 3 caravans to transfer my goods. Because pvp is open anyways. the green, purple, red system so they can still lose part of it. plus with a caravan you can get randoms joining to in the defense of it. ie the moving pvp zone. this is just speculation base off the little info we all have. in the end, i'm okay with weighted items preventing or slowing down movement, prompting need/want for a caravan.
  • ArtharionArtharion Member, Alpha Two
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.
  • BaSkA_9x2BaSkA_9x2 Member, Alpha Two
    edited August 2022
    In my opinion, if a group of people has enough numbers to bypass the need of a Caravan, kudos to them.

    However, I would bet that most of the players will not have this ability, so the Caravan system will still exist for them.

    I don't think there's the need to buff or nerf something so that people are dependent on Caravans, at least not yet. If Caravans are rendered useless, they can be buffed somehow. Maybe making Caravans faster than Mules, for instance.
    🎶Galo é Galo o resto é bosta🎶
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2022
    There are goods that have to be carried in caravans. I believe it's been mentioned that processed goods can't be carried by players but can't find the quote.
  • LudulluLudullu Member, Alpha Two
    There are goods that have to be carried in caravans. I believe it's been mentioned that processed goods can't be carried by players but can't find the quote.
    Maybe soooome? But death penalties explicitly say "gatherables and processed goods", so you obviously can carry them if you can drop them.
  • AsgerrAsgerr Member, Alpha Two
    Artharion wrote: »
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.

    How would you harvest/farm them then?
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  • UnderdelveUnderdelve Member, Alpha Two
    edited August 2022
    Asgerr wrote: »
    Artharion wrote: »
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.

    How would you harvest/farm them then?

    Yeah, that would certainly be an issue. You would have to create a caravan to just gather/harvest, if I'm understanding @Artharion 's response.

    It's likely that backpack space will be so limited that, in order to efficiently gather/harvest, gatherers/harvesters will need mules, which I think is intended.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Asgerr wrote: »
    Artharion wrote: »
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.

    How would you harvest/farm them then?

    My understanding is you would be able to carry them raw but would need a caravan after they have been processed. You will be able to go out, farm them, and bring them back
  • UnderdelveUnderdelve Member, Alpha Two
    edited August 2022
    Asgerr wrote: »
    Artharion wrote: »
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.

    How would you harvest/farm them then?

    My understanding is you would be able to carry them raw but would need a caravan after they have been processed. You will be able to go out, farm them, and bring them back

    As @NiKr has pointed out, I believe that players will be able to carry both gatherables and processed goods as both can be dropped on player death.

    https://ashesofcreation.wiki/PvP

    When a player dies they...Drop...a percentage of carried gatherables and processed goods.[159][139]

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  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Torc wrote: »
    Asgerr wrote: »
    Artharion wrote: »
    I think there is an easy way to solve this. Just make that some resources can only be transported through caravans.

    How would you harvest/farm them then?

    My understanding is you would be able to carry them raw but would need a caravan after they have been processed. You will be able to go out, farm them, and bring them back

    As @NiKr has pointed out, I believe that players will be able to carry both gatherables and processed goods as both can be dropped on player death.

    https://ashesofcreation.wiki/PvP
    Dropping a percentage of carried gatherables and processed goods.[159][139]

    As they also pointed out, there could be some processed goods that don't need to be transported or it might be the case you can transport them but it might slow you down, similar to a trade pack in archeage.

    It's one of those things that is still being developed so i don't think it's worth sweating the details.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Um...what???

    Each week, Caravans transport goods needed for Castle defense.
    It's very likely that players who want the perks from Castle ownership will be attacking those Caravans to make it easier to Siege the Castle. (And there are 5 Castles per server).
    It would behoove the Castle defenders to defend those Caravans in order to build up the Castle defenses.
    I'm pretty sure we will not be able to adequately shore up Castle defenses just by what we carry in our backpacks.



    https://youtu.be/yCRwYIc7sQ0?t=132
    mark 2:12

    "Mayoral Caravans are what's launched when Mayors are trying toestablish trade routes with another Node. Or they may be trying to garner extra resources by doing a Caravan quest. Developing a City is no small process. It requires a lot of resources and the aid of a lot of players. The Caravan system is way for players to participate in driving that trade between the different Cities that exist to ensure that your Node has the resources it needs to continue development."

    Transporting resources via backpacks will not establish Node trade routes.
  • Cat QuiverCat Quiver Member, Alpha One, Alpha Two, Early Alpha Two
    That's a lot of patience, money, trust, and/or favors to be had if done this way. You'd have to personally dole out the items or have them ready in an accessible chest, hope nobody skims anything off the top, now your items are spread out across 50 mules instead of the 1 caravan. That many people with mules is going to stick out like a sore thumb, even if we don't have a world or full area spanning chat discord exists. The big ass world helps and hurts here, obviously makes your destination take longer, but in turn people alerted multiple nodes away have a longer travel to get to you.

    Maybe only 25 players show up in opposition to you. Are you going to fight them? if so how many people are going? same amount? Is your 25 better than their 25? Will any other hostiles, random or affiliated show up while the best players are already engaged in a fight? Is there an ambush group waiting around the corner specifically to target the now broken up caravan? Any greens getting singled out and dropping more stuff for not fighting back? That's without really touching on the distance, how many trips your making, and somehow wrangling 50 people together.

    All to say in my opinion, I don't think this should be too much of a concern. There's a lot that can go wrong, with the items being spread out so thinly making the group easier to harass and raid for a much smaller risk on the attackers part.

  • ArtharionArtharion Member, Alpha Two
    edited August 2022
    Ok guys, I think found a way to force large guilds to use the caravans instead of avoiding the open pvp system using 50-squad player mules. This is my proposition: Resources are useful to improve your node, they are also useful to put them in the node market so other players can buy them, or they can be useful to craft in the node crafting tables. The common point here is to make that resources can only be used in the nodes, so let’s make that the only way to use these resources are if they come through a caravan. I mean, the devs can create a condition that in order to use certain resources in a node, not only to improve it but also to put them in a market or to craft in the node tables, these need to be transported through a caravan. They can create a building called a Node Warehouse. This is the place where all the resources will be stored in a node. If a guild decides to transport resources from the A-node to the B-node using 50 people and avoiding the use of caravans, once these resources arrive to the node, they can’t be stored in the Warehouse node, so these would be useless because to use these resources, no matter if it is to improve the node, to put them in the market so other players can buy them or to be used in the crafting tables, these resources need to be come from the Node Warehouse, everything regarding to resources have to come through the Node Warehouse, and the Node Warehouse will only accept resources and goods from the caravans.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 2022
    This is a similar issue to the problem that may be created by lower level characters giving more corruption when they're killed. If it actually became meta for people to do gathering on low level characters, to reduce the chances of being killed by other players - I can almost guarantee Intrepid will fix it.

    They aren't dum dums. They're not just going to let people circumvent their systems and turn their game into a meme. At least I don't think they will.

    In the same way with this issue, if it actually became meta to just ignore the caravan system and transport everything by mule, they'd fix it. Don't know how exactly, many ways they could, but I'd almost guarantee they'll fix it.

    And the two issues really tie in together when you imagine a bunch of level 1-10 characters being the mules in your scenario. Meme central. They'll fix it.

    All of that said, to some extent I think it's intended that people can transport goods and make money by manually muleing it as opposed to caravaning it. There just needs to be an overriding and overwhelming reason to use caravans as well. They can alter all kinds of numbers to make this so.

    Perhaps a bonus applied to successful caravan transfers, where you make a bit more money than the goods were actually worth. I dunno, I'd imagine they have a ton of ideas to keep this system they're creating relevant.

    Edit: At the end of the day, it's very important that people speak up during testing and call out any potential flaws. And don't be intimidated by the people who argue back.
  • LudulluLudullu Member, Alpha Two
    Artharion wrote: »
    Ok guys, I think found a way to force large guilds to use the caravans instead of avoiding the open pvp system using 50-squad player mules.
    This is my proposition: Resources are useful to improve your node, they are also useful to put them in the node market so other players can buy them, or they can be useful to craft in the node crafting tables. The common point here is to make that resources can only be used in the nodes, so let’s make that the only way to use these resources are if they come through a caravan. I mean, the devs can create a condition that in order to use certain resources in a node, not only to improve it but also to put them in a market or to craft in the node tables, these need to be transported through a caravan. They can create a building called a Node Warehouse. This is the place where all the resources will be stored in a node. If a guild decides to transport resources from the A-node to the B-node using 50 people and avoiding the use of caravans, once these resources arrive to the node, they can’t be stored in the Warehouse node, so these would be useless because to use these resources, no matter if it is to improve the node, to put them in the market so other players can buy them or to be used in the crafting tables, these resources need to be come from the Node Warehouse, everything regarding to resources have to come through the Node Warehouse, and the Node Warehouse will only accept resources and goods from the caravans.
    This is kinda already in the game, but w/o the "feels bad" mechanic of "none of your work matters because you didn't bring the resources from a different warehouse".

    Also, there's freeholds that have their own storages and crafting/processing tables, so it's not only nodes that use resources.

    And how do you differentiate between a caravan-brought resources and just farmed ones? Do you tag them as soon as they hit any kind of storage after being farmed? Do you then make everyone only move resources with caravans, even if it's literally 5 wood or smth? And if you remove the tag once the resource has been bought off the market, what's stopping the guild from putting up the resource for nothing on the market then immediately buy it back themselves and transfer it with mules?

    This is the "bad design" that was talked about in the video. You're putting too many limitations on gameplay in order to prevent smth that's already intended.
  • ArtharionArtharion Member, Alpha Two
    NiKr wrote: »
    Artharion wrote: »
    Ok guys, I think found a way to force large guilds to use the caravans instead of avoiding the open pvp system using 50-squad player mules.
    This is my proposition: Resources are useful to improve your node, they are also useful to put them in the node market so other players can buy them, or they can be useful to craft in the node crafting tables. The common point here is to make that resources can only be used in the nodes, so let’s make that the only way to use these resources are if they come through a caravan. I mean, the devs can create a condition that in order to use certain resources in a node, not only to improve it but also to put them in a market or to craft in the node tables, these need to be transported through a caravan. They can create a building called a Node Warehouse. This is the place where all the resources will be stored in a node. If a guild decides to transport resources from the A-node to the B-node using 50 people and avoiding the use of caravans, once these resources arrive to the node, they can’t be stored in the Warehouse node, so these would be useless because to use these resources, no matter if it is to improve the node, to put them in the market so other players can buy them or to be used in the crafting tables, these resources need to be come from the Node Warehouse, everything regarding to resources have to come through the Node Warehouse, and the Node Warehouse will only accept resources and goods from the caravans.
    This is kinda already in the game, but w/o the "feels bad" mechanic of "none of your work matters because you didn't bring the resources from a different warehouse".

    Also, there's freeholds that have their own storages and crafting/processing tables, so it's not only nodes that use resources.

    And how do you differentiate between a caravan-brought resources and just farmed ones? Do you tag them as soon as they hit any kind of storage after being farmed? Do you then make everyone only move resources with caravans, even if it's literally 5 wood or smth? And if you remove the tag once the resource has been bought off the market, what's stopping the guild from putting up the resource for nothing on the market then immediately buy it back themselves and transfer it with mules?

    This is the "bad design" that was talked about in the video. You're putting too many limitations on gameplay in order to prevent smth that's already intended.

    You can emule that same system tocthe freeholds. Not “external” resources enters inti the freehold if it doesnt’t come from a caravan.

    You can differenciate caravan brought resources creating a rule or something that makes that a resource only is accepted in a node warhouse or a freehold warehouse if it comes from a caravan. Of course if you gather a resource in a region and you want to store it in the same region node or freehold, the system would allow you to do that. Whag I propose will only apply to resources gathered in other or external regions.
  • LudulluLudullu Member, Alpha Two
    Artharion wrote: »
    What I propose will only apply to resources gathered in other or external regions.
    So you'd completely prevent gatherers from moving between nodes. What if I just need 10 wood from a neighboring node (and it just so happens to be a vassal of a different node). I ain't using a caravan to transfer the 10 wood that I would've cut in that node between that node's storage and my freehold.
  • ArtharionArtharion Member, Alpha Two
    NiKr wrote: »
    Artharion wrote: »
    What I propose will only apply to resources gathered in other or external regions.
    So you'd completely prevent gatherers from moving between nodes. What if I just need 10 wood from a neighboring node (and it just so happens to be a vassal of a different node). I ain't using a caravan to transfer the 10 wood that I would've cut in that node between that node's storage and my freehold.

    You can use an individual caravan (bagpack).
  • LudulluLudullu Member, Alpha Two
    Artharion wrote: »
    You can use an individual caravan (bagpack).
    Solo caravans are the same as the other caravans. And if you meant just your person, then what's stopping someone from buying the resources in another node and carrying them on their person. It's not like you'll be buying hundreds of resources every single time. And if you still make people use caravans to transport their 10 bought wood - then why da hell are there even mules in the game? If Intrepid wanted to achieve the thing you're suggesting and still had mules in the game - they'd be really stupid to do that.

    In other words, these are all overcomplications of a seemingly well-designed system that seems to work as intended (well, according to what we know about it rn).
  • AsgerrAsgerr Member, Alpha Two
    As I read through the thread I see some people assuage concerns with the (valid) idea that Intrepid will fix these issues in the bud should this actually happen.

    To restate my question then: To what extent would you be fine with Intrepid implementing what would be considered negative game design, to force you into playing the game the way they want you to play?

    This is not meant as an attack. Rather I mean it as a gauging for what is tolerable to you guys, and whether this could set a negative precedent of the devs kneecapping player ingenuity in gaming of the systems.
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