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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
2: Dying is is not a risk without death penalties. When death penalties are reduced, risk is reduced.
Which is why dying during a Siege is not a risk - no death penalties.
Lets just not have corruption. FFA PVP! Find your side! Bend the knee! Pay tribute to live and play the game! It's been sooo successful with every other game that's done it! Trust no one! Paranoia is true when they are really after you!
You aren't wrong i just try to give the best answer i think.
yup, simple as putting 2 and 2 together - but people saying the change doesn't make sense and there's no risk, or theres lower risk are not saying that based on logic, they just trying to find something to complain about since they don't like pvp
This is true both on land and sea. Corruption isn't going to stop people trying to get those. Just makes it a little more strategic.
Most likely players who are in the raid will need another team with PvP players ready to help.
What game/ MMO has FFA PvP.
Doesn't Sea of Thieves have FFA PvP?
And there’s no corpse runs.
No - you don't know if they are half, stop pulling info out your ass
even if they are, which nobody knows, still higher risk
and where did you get this Stupid fucking idea that in land people will be dying and taking 100% penalties? people can and most (with brains) WILL Flag and take 50% - maybe YOU won't flag and will happily take the 100%, but you can't assume everyone else is dumb
you need to stop creating imaginary scenarios to justify your stupid thought process
Caravans need scouts to know if the path is clear and take evasive maneuvers.
Before the change, scouts would stay green.
Now scouts will be eliminated.
Without scouts, it is higher risk to run into pirates.
this is irrelevant, legendary world bosses will already be pvp zones... with corruption.... you call yourself a PVP player but you think large guilds won't absolutely dominate those world bosses for the unique legendary mats and items?
corruption in highly competitive content is not meant and won't protect any PvE-oriented player..... because that is Not a PvE content... it's a PvX content WITH PvP - with or without corruption it would continue to be a PvX content with PvP
now ofc, it's a completely different case when talking about random ganking in the open world
Mortal Online II has probably the most open PVP system for an MMO. It's basically a modernization of the old UO open pvp full-loot system.
Naval Caravans are the exact same risk as Land Caravans. Which is whatever cargo the Caravan is carrying.
Eliminating scouts is a meaningless assumption at this point.
@Dygz again, for the 10th time, you are wrong, there is Gear Degradation when you die attacking caravans and that is called a Death Penalty, and they already said gear degradation is Significant as it requires both gold and material to repair.
https://youtu.be/4sUTuUAgavE?t=1h14m52s
I don't know why you mention death penalty. The real penalty is losing the cargo.
Your assumption is that the entire sea will be full of players and will be like a firewall between the two continents?
My assumption is that player density will be low enough to allow passing from one side to the other without any encounter, depending on route, time of the day, luck and strategy.
Your view is more pessimistic than mine.
As opposed to Caravans on Land?
On land I can send scouts ahead, low level players, to tell me if there are known bandits around.
On sea, I can try a similar strategy with fast ships.
PvP is more likely in the deep sea now than before. You agreed to that, isn't it?
Therefore, the fast ships have to flee now, to play a cat and mouse game. And I will sail almost blindly.
If there are too many pirates, traders will travel less often. Then pirates will move to land leaving the seas open and traders start traveling more often. Eventually the number of pirates vs trades will reach an equilibrium which is good for both sides. Until resources deplete and spawn on other parts of the map, shifting the balance again.
Of course Steven has to balance the resources well. Too few of them will drive players away from the game.
Too many resources will make everything worthless. But maybe some servers will have more peaceful players, more metros, playing tavern games... possibly too boring for some players.
Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much.
EvE
Albion Online
Mortal Online 2 (a great example of why you shouldn't listen to the hardcore PvP crowd, they destroyed that game)
Those that indiscriminately kill AI and Players want the PvX game where world bosses are contested zones. It adds importance/ impact to the world and player agency both.
Yeah but it's pretty unfinished. The criticism of FFA PvP (it being the cause of MMO death) doesn't have a good example I'm aware of.
Yeah Eve. It's a bit controlled but not that much.
It's a bit of a niche game no matter what and it has some decent success even with FFA PvP compounding losses from an already slooow progression system.
Albion Online had all sorts of problems based purely on potato salad costing 167k silver lol. I haven't seen anything about it that looks good though.
Mortal Online 2 looks very very very unfinished.
Doesn't look like you know how this game works
Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time.
Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.
https://youtu.be/4XLJelgfO3g?t=3637
But I think you understand all of these.
You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven?
This must be how influencers and game journalists act when they don't like some changes.
The most common form of caravan will be a personal caravan being used to transport materials.
Over the ocean the path will be less safe.
So only risk taking caravans will move.
If risks are high, no mayoral caravans run at all.
On land possibly all of them will move as much as they can and makes sense. Some for profit others to improve node defense.
There is this other thread
https://forums.ashesofcreation.com/discussion/53503/caravan-system-does-not-work-well-with-crafting/p1
Where we were trying to find out how many caravans will run between nodes and how much players will gather to fill them. Last post is from @Dygz
However, the bulk of caravans being run will be personal caravans.
We know this because we know that not all material types will be available in all node ZoI's. Even if a material type is available in a given nodes ZoI, that doesn't mean all resources within that material type will be available all the time.
As such, players will need to move materials around the game world all the time.
While it may well be true that an individual player crafting a sword is not going to require a caravan specifically for them, the player selling raw materials on that nodes market would probably need caravans to supply them.
Even in regards to a metropolis, you are going to use caravans to transport materials between the vassal nodes within that metropolis' ZoI.