FastLoaf wrote: » My biggest worry is caravans in general. It seems like the economy is very important in AoC and caravans are going to be the main driver behind it. From what I understand players could theoretically stunt a nodes growth or inhibit a siege by stopping caravans. I fear that this will cause the game to become a caravan babysitting/camping game, or that everyone will find it so tedious they will just ignore the system all together. I really don't want this game to become a caravan simulator.
FastLoaf wrote: » Right now the caravan system feels too complex and tedious while also being so important you have to interreact with it even if you don't want to...
FastLoaf wrote: » My biggest worry is caravans in general. It seems like the economy is very important in AoC and caravans are going to be the main driver behind it. From what I understand players could theoretically stunt a nodes growth or inhibit a siege by stopping caravans. I fear that this will cause the game to become a caravan babysitting/camping game, or that everyone will find it so tedious they will just ignore the system all together.
Okeydoke wrote: » I have worries about the caravan system too. I don't like 100% loss systems - systems where the loser loses 100% of their items. I liked Archeage's system, where the person who killed you, when they turned in your stolen trade pack, they got 65% of the value, but you still got 35%.
Asgerr wrote: » Well, whilst a part of it is sunk, the rest is open for looting. Meaning you don't lose all of it if you managed to loot some of it back. Additionally you can get insurance on the caravan.
neuroguy wrote: » FastLoaf wrote: » Right now the caravan system feels too complex and tedious while also being so important you have to interreact with it even if you don't want to... Would you like to unpack that? What part of it is complex, what part is tedious and why is it 'so important' from your perspective?
FastLoaf wrote: » neuroguy wrote: » FastLoaf wrote: » Right now the caravan system feels too complex and tedious while also being so important you have to interreact with it even if you don't want to... Would you like to unpack that? What part of it is complex, what part is tedious and why is it 'so important' from your perspective? From what I understand you go to a caravancery and pick your caravan, then its perks, then load it up, then select where it starts and then follow it to it's destination. This also includes loading it with goods from probably multiple people, so building a party. This may not be "too" complex like I stated above, but it is definitely complex enough to cause people to just flat out ignore it as a system. I personally find that this could also be tedious if I have to do it every time I want to move large amounts of goods and I find that if the game becomes a caravan simulator then that also would be tedious.
FastLoaf wrote: » From what I understand you go to a caravancery and pick your caravan, then its perks, then load it up, then select where it starts and then follow it to it's destination. This also includes loading it with goods from probably multiple people, so building a party. This may not be "too" complex like I stated above, but it is definitely complex enough to cause people to just flat out ignore it as a system. I personally find that this could also be tedious if I have to do it every time I want to move large amounts of goods and I find that if the game becomes a caravan simulator then that also would be tedious.
Bullvinne wrote: » I understand your worry, but I think until we see the caravan system in action, its too soon to call for complete changes. I think the whole Gathering/Processing/Crafting/Caravan system looks interesting, and I hope it works, but seems so complicated that I wonder if it could fall apart in practicality.For example: Since we have to choose to be only a Gatherer, Processor, or Crafter; I can see a huge bottle-neck in the early start of the game for both Processors and Crafters since they cannot gather their own materials. I feel what is going to happen is that once the game starts, EVERYONE will be gatherers at first since there will be no supply of materials to process or craft with, then after a few weeks/month or so, some will likely break off into processing once their is supply up. Oh but then either the nodes will need to be leveled up and have processing equipment OR those players have to have a freehold (Which is hard to get). Then once processed materials are readily available will others go into crafting. ALL of that is only if you can switch between gathering/processing/crafting on one character. If not, then you will have crafters and processors sitting around for a while, twiddling their thumbs until gathered mats start coming in from the gatherers. Then you have the risk of carrying gathering materials on you, or in a caravan... Its a pretty interesting system and I do hope it works well. I just see that there is a chance for it to not work out like the developers are hoping since there are soooo many moving parts to the system.
mcstackerson wrote: » FastLoaf wrote: » neuroguy wrote: » FastLoaf wrote: » Right now the caravan system feels too complex and tedious while also being so important you have to interreact with it even if you don't want to... Would you like to unpack that? What part of it is complex, what part is tedious and why is it 'so important' from your perspective? From what I understand you go to a caravancery and pick your caravan, then its perks, then load it up, then select where it starts and then follow it to it's destination. This also includes loading it with goods from probably multiple people, so building a party. This may not be "too" complex like I stated above, but it is definitely complex enough to cause people to just flat out ignore it as a system. I personally find that this could also be tedious if I have to do it every time I want to move large amounts of goods and I find that if the game becomes a caravan simulator then that also would be tedious. Not sure if you know by your comment but you drive personal caravans. If caravans aren't for you then don't do them and just sell/buy from those who do. The less people doing them, the more profitable they are.