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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.
Comments
This is a great comment!
Like others have said, it's hard to make a judgment until it can actually be played and experienced first-hand.
As this comment states, there are plenty of reasons for the system to exist and thrive. The example of two nodes battling for supremacy is a great example of why the caravan system adds fantastic depth to the node system. Really, they complement each other well.
Of course, once we get feedback on the system during testing, there are elements to it that may adapt and change ^_^
Players are our own worst enemies when it comes the the economy. We must figure out a way to have some sort of minimum price that a product can fall to.
100% I can't make a judgement until I see it and experience it. I love the idea of caravans, what they bring to the game and value a well thought out implementation.
At present, and based on what's been shared, I can only speculate what may or not happen, given all the moving parts. Id say most of the concern likely revolves around the use of personal caravans, as that, on the surface, results in the largest direct personal loss to a player, perceived as a loss of time invested.
If not done so already, it is a mecessity to figure out how to create a need for caravans to be used as opposed to not, in a manner that is useful and fun, and to generate scenarios where there is a need to raid caravans, also useful and fun. I can come up with many from whats been shared, although I think some tweaks are required.
I personally feel capturing a caravan and hauling it off for your own is a better alternative than destroying it and getting a portion of the loot. Now the guy who's caravan was attacked has a chance to retake it.... I also feel the goods being transported, should the caravan be destroyed, should remain where they are, requiring another caravan to arrive to pick it up, with a percentage of goods being destroyed. Furthermore, if you intend to fully destroy whats on a caravan, you should have the option to burn the loot pile afterwards.
^ This is essentially what a caravan is though...
Ashes is intended to be a social game, you will have to strategize with your friends/guild mates to plan when to send out your caravan. This is something I am looking forward to.
i certainly agree that the caravan system is a great addition to the Node and Castle Systems.
My primary concern would be in regards to personal caravans and their lack of usage we will see in the game.
So far, i just dont see the why anybody would want to use a personal caravan to transport goods. How they are meant to get enough materials to fill it (without the base inventory being excruciatingly small) and what the purpose of personal caravans would be, if they wont be used in the first place.
I don't think so. Once the game STARTS, there will be no auction houses, just a bunch of people forming groups to help each other out. I imagine since in the first day there will be an encampment that we'll see people processing materials from the getgo.
Correct me if i'm wrong, but I think the basic level processing stations are available right away, they just upgrade in ability with things like freeholds. Not necessarily their ability to process certain goods, rather the amount of goods that you can throw in and how fast it processes it. This is what I remember Steven saying at least. I'd imagine this same thing applies to crafting. This all seems like a very rookie mistake in game development if they didn't design the system like this, which i really doubt considering what I've heard from Steven.
I see crafters and processors twiddling their thumbs for maybe a couple hours after launch. Which I doubt will really aggravate enough people that planned on going processing or crafting to switch to gathering, but i could be wrong lol.
The wiki states caravans have ONE HUNDRED times the carrying weight of a person. Now my guess is they have fine tuned the system well enough that you are going to need to transport 100 times the carrying weight of a person to another node quite frequently to progress it.
The alternative is using 10 mules or 100 people. I think it's very possible people will opt into using mules and people instead of caravans most of the time, given the likely usual dramatic decrease in loss if some shitheads decide to come raid your supply line. Given of course that your mules or people all take different paths.
I do really like the Idea of being able to capture a caravan though, I think that ones a no brainer. And with a 100 times the carrying weight of a person, the things dropped from a destroyed caravan will naturally require a caravan to pick up, or 10 mules, or a 100 players, or 1 player making a 100 trips, or 2 players... you get the point lol.
My issue lies with what players are allowed to carry on their person. Or in their mules backpacks.
Size should matter.
If you want to carry 200 flower petals, that seems like a resource that is more easily carried around in large quantities and not too heavy to shove in your backpacks. Herbalism would be one of those skills that you likely wouldnt need a caravan for, ever.
For stone, various sized deposits should determine how large of a chunk of stone you can haul away in your backpack or in backpacks on your mule...caravans should absolutely 100% be required to transport large quarry stones. Chop it into smaller pieces later in your shop if you need smaller chunks for something, or leave it larger for wall/building construction. I personally find it odd if massive walls are constructed out of a 100000000 tiny pieces of stone, harvested by millions of player trips to the quarry. Its like we are using concrete as opposed to sectioning out a large portion of stone and shipping that back.
Not only would deposits of certain rare materials be valuable, but this would also add in an additional value, due to the scarity of the deposit size. If the only deposit large enough is between 2 nodes, but several small deposits are near, and each node requires larger chunks of that deposit to progress, you'd have to fight over that deposit.
Same can be done with trees and their size. Especially if they have a life cycle and we can harvest them at various periods of their growth cycle.
Smaller items requiring smaller pieces of material types can be carried on you...but the big stuff should require caravans. So its a little iffy for me when it seems like you can just make a lot of trips solo, or with your mule, to accomplish the same as a caravan, if its based on quantity alone.
- 2-3min for player and/or caravan to travel between nodes
- Random spawn starting position to give head start
- 30sec to1min for pvp group to find a caravan providing a group is out there on the ready already.
- Then the window for pvp will be 90sec to 2min before the caravan reaches its final destination
- Short event
Does not sound like much of a gauntlet run..If any of above is even vaguely close, it feels like it will be luck rather than good management that a group out to take out a caravan will be around in time.
Should also account for time of day and location of the inital caravan start and finish position - if a massive guild is also doing the caravan. there are several more factors to.
your math is off @akabear
it takes 3.5 Minutes Mounted from side of a node to side of a neighbouring node
it takes 5 Minutes Mounted from center of a node to center of the neighbouring node
Considering, that they hinted at mounts being 50-70% faster than you are on foot and the caravans being as fast as people on foot or slower (judging from past videos).
It would take between 5 and 5.67 Minutes for a caravan to travel from the edge of one node to the edge of the neighbouring node (which might be built out or not).
The information on the wiki is incorrect, in case you have used that values.
Source:
https://www.youtube.com/watch?v=4XLJelgfO3g
55:45 - 56:05
Transcript:
I would be tempted to carry Tier 1 even alone if I have my own caravan, instead of making the same trip 10 times with a mule. But should I do that? Maybe it's not worth paying the price for higher safety.
But if I have Tier 4 resources...
If people know each-other and I have the reputation of making high quality gear, I don't want to get the reputation that I am also using my mule to transport Tier 4 resources to save money.
What if the caravan drivers themselves leak the information to bandits?
If I have the gold to buy Tier 4 resources to fill a caravan, resources which due to their rarity might come from many different players, I'll pay for the caravan too and add the price to the final product. Or I will not buy from that node if I cannot afford the caravan.
Alternatively, if I have good connections, maybe those bandits will bring me the Tier 4 resources. And those bandits will not want to see me running with a mule between nodes either.
Ah.. was hoping someone would step in with fuller info.. now if the potential engagement period extends to min 5 ish min.. then still short but more of a risk/reward venture
Or even things like npc guards you attach to your caravan journey be a 1 time use.