Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun
Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun.
Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires
Arya_Yeshe wrote: » @Azherae In EVE, the server takes a market average for every item in the game, this average is weighted on how many and how much were the buy and sell orders that were executed within a long time period. Because EVE's average is legit, it is very accurate how much is worth the destruction of each kill. What we know about AoC is that there's gear damage on death and it will be necessary gold to repair that gear. That is the gold I am talking about, that plain gold... I am not even considering the value of the materials to repair the gear. I don't think AoC will have a sophisticated market system.
Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.)
Azherae wrote: » Arya_Yeshe wrote: » @Azherae In EVE, the server takes a market average for every item in the game, this average is weighted on how many and how much were the buy and sell orders that were executed within a long time period. Because EVE's average is legit, it is very accurate how much is worth the destruction of each kill. What we know about AoC is that there's gear damage on death and it will be necessary gold to repair that gear. That is the gold I am talking about, that plain gold... I am not even considering the value of the materials to repair the gear. I don't think AoC will have a sophisticated market system. Ah, well if you are assuming that the game will not have a sophisticated Market system, then I don't really have a point, I was just basing it on stuff I've enjoyed. If they go the 'basic averages' route and somehow make it work in a free trade Fantasy game without turning it into BDO, I think your suggestion's completely fine and I fully support it. A little less fun for me but if it suits the game, I'd still like to see it.
Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.) Hm... what you said is very abstract and superficial, but I am still interested in listening this in detail. I agree that nowadays it feels pointless defending random caravans, I would rather let them die and try to ninja loot anything. If the caravan survives, the randoms passing by will get nothing if they defend the caravan. In other games I saved so many people and I almost never received anything in return, it is pretty rare people who are thankful and give tips. If criminals had ramsons, then people would have at least the financial reason to defend caravans. I don't think this capping the loss idea would go well, systems like that are very unnatural.
Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.) Hm... what you said is very abstract and superficial, but I am still interested in listening this in detail. I agree that nowadays it feels pointless defending random caravans, I would rather let them die and try to ninja loot anything. If the caravan survives, the randoms passing by will get nothing if they defend the caravan. In other games I saved so many people and I almost never received anything in return, it is pretty rare people who are thankful and give tips. If criminals had ramsons, then people would have at least the financial reason to defend caravans. I don't think this capping the loss idea would go well, systems like that are very unnatural. You are missing the design concept I'm getting across. Everything is capped, you only lose a portion of your drops on death, so it already exists on a player basis. Else then item drop on death is also unnatural by that logic. So nothing changes at the end of the day. Point of the system is to push for people to use the system without the risk not making sense. Trying to make people pay money based on the damage they do (which doesn't make sense as well based on their current system) is a design meant to limit content in a lazy way. Effectively what you are saying is if you attack a place and die/fail you get debt without even realizing how much debt you will get for the attack. It is not a good idea, it does not promote active content it deters it. They don't need to be overcomplicating having corruption and a criminal system because you feel attackers can attack freely without a cost. I typed my previous post for a reason an di felt like you skipped ever the entire concept.
Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.) Hm... what you said is very abstract and superficial, but I am still interested in listening this in detail. I agree that nowadays it feels pointless defending random caravans, I would rather let them die and try to ninja loot anything. If the caravan survives, the randoms passing by will get nothing if they defend the caravan. In other games I saved so many people and I almost never received anything in return, it is pretty rare people who are thankful and give tips. If criminals had ramsons, then people would have at least the financial reason to defend caravans. I don't think this capping the loss idea would go well, systems like that are very unnatural. You are missing the design concept I'm getting across. Everything is capped, you only lose a portion of your drops on death, so it already exists on a player basis. Else then item drop on death is also unnatural by that logic. So nothing changes at the end of the day. Point of the system is to push for people to use the system without the risk not making sense. Trying to make people pay money based on the damage they do (which doesn't make sense as well based on their current system) is a design meant to limit content in a lazy way. Effectively what you are saying is if you attack a place and die/fail you get debt without even realizing how much debt you will get for the attack. It is not a good idea, it does not promote active content it deters it. They don't need to be overcomplicating having corruption and a criminal system because you feel attackers can attack freely without a cost. I typed my previous post for a reason an di felt like you skipped ever the entire concept. Now it is clear, we are in fact talking about two different things! You are talking about balancing risk and reward. I am talking about making it fun while recognizing that nowadays risk and reward are unbalanced. I am currently not considering balancing or risk-reward balance.
Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.) Hm... what you said is very abstract and superficial, but I am still interested in listening this in detail. I agree that nowadays it feels pointless defending random caravans, I would rather let them die and try to ninja loot anything. If the caravan survives, the randoms passing by will get nothing if they defend the caravan. In other games I saved so many people and I almost never received anything in return, it is pretty rare people who are thankful and give tips. If criminals had ramsons, then people would have at least the financial reason to defend caravans. I don't think this capping the loss idea would go well, systems like that are very unnatural. You are missing the design concept I'm getting across. Everything is capped, you only lose a portion of your drops on death, so it already exists on a player basis. Else then item drop on death is also unnatural by that logic. So nothing changes at the end of the day. Point of the system is to push for people to use the system without the risk not making sense. Trying to make people pay money based on the damage they do (which doesn't make sense as well based on their current system) is a design meant to limit content in a lazy way. Effectively what you are saying is if you attack a place and die/fail you get debt without even realizing how much debt you will get for the attack. It is not a good idea, it does not promote active content it deters it. They don't need to be overcomplicating having corruption and a criminal system because you feel attackers can attack freely without a cost. I typed my previous post for a reason an di felt like you skipped ever the entire concept. Now it is clear, we are in fact talking about two different things! You are talking about balancing risk and reward. I am talking about making it fun while recognizing that nowadays risk and reward are unbalanced. I am currently not considering balancing or risk-reward balance. Adding debt does not increase fun factor or does it change the gameplay loop it suppresses it, meaning again less fun. My suggestion ensures people have a reason to do it and there for adding to more fun since it will be more of a normal kind of content.
Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » Mag7spy wrote: » Arya_Yeshe wrote: » @Mag7spy if you are not caught, you pay nothing! then the debt expires You are missing the point I'm getting at, i go over it in another post above. Creative more incentive to defend as well as ways to make it so it's not as obvious where they go so they aren't easily camped. Using debt for everything is boring and does not drive fun. I'm all ears about what could be fun Have a system in place that promotes defending of caravans for players so more people are more willingly to actively to take place in defending. While increasing the difficulty for attackers knowing they aren't just getting easy mats / golds. And capping the loss so just because you fail to reach the point doesn't mean you lose all your mats. But consecutive failures from node to node would add up increasing the risk based on distance. This keeps people hunting them but also defending as well while being fair to both parties and not being a giant loot pinata. (This reduces the loss for players transporting compared to what their plan at the moment where you lose everything. As that kind of thing creates large deterrents to even considering using it while people will freely attack and defending might feel pointless. Though if you are trying to transport from large distances constant losses would equal the same result of you not being able to bring much. I feel this solves the issue while having the gameplay be a bit fairer, and ensuring it becomes a more frequent piece of constant to take part in than just once i awhile.) Hm... what you said is very abstract and superficial, but I am still interested in listening this in detail. I agree that nowadays it feels pointless defending random caravans, I would rather let them die and try to ninja loot anything. If the caravan survives, the randoms passing by will get nothing if they defend the caravan. In other games I saved so many people and I almost never received anything in return, it is pretty rare people who are thankful and give tips. If criminals had ramsons, then people would have at least the financial reason to defend caravans. I don't think this capping the loss idea would go well, systems like that are very unnatural. You are missing the design concept I'm getting across. Everything is capped, you only lose a portion of your drops on death, so it already exists on a player basis. Else then item drop on death is also unnatural by that logic. So nothing changes at the end of the day. Point of the system is to push for people to use the system without the risk not making sense. Trying to make people pay money based on the damage they do (which doesn't make sense as well based on their current system) is a design meant to limit content in a lazy way. Effectively what you are saying is if you attack a place and die/fail you get debt without even realizing how much debt you will get for the attack. It is not a good idea, it does not promote active content it deters it. They don't need to be overcomplicating having corruption and a criminal system because you feel attackers can attack freely without a cost. I typed my previous post for a reason an di felt like you skipped ever the entire concept. Now it is clear, we are in fact talking about two different things! You are talking about balancing risk and reward. I am talking about making it fun while recognizing that nowadays risk and reward are unbalanced. I am currently not considering balancing or risk-reward balance. Adding debt does not increase fun factor or does it change the gameplay loop it suppresses it, meaning again less fun. My suggestion ensures people have a reason to do it and there for adding to more fun since it will be more of a normal kind of content. Oh, it ensures a lot of fun, since bounty hunters will be able to kill bandits over and over until their debt is paid. That's what PvPers want, mow dow other people and the profit is the cherry on top of it. At the momment I am not thinking about the hauler at all. Fun is when people smile If caravans aren't loot piñatas, then people won't be smilling
Voxtrium wrote: » Off a conversation I had on reddit, the question regarding caravans success rate came up. If caravan success rates are low will they continue to be utilized long term? I think if you set up the gathering speed to be relatively fast (ie resources are plentiful) but make the need to transport resources high (IE wood x for certain bows only exist in location a) then you can effectively make the pain of losing a caravan much lower. For example, if 8 players spend 4 hours loading a caravan up just to lose it in transport that is going to really suck.
Arya_Yeshe wrote: » @Mag7spy I disagree entirely on how you portray stuff, there are fundamental differences in our views Here is the thing, I can easily visualize there will be 40 people waiting to kill a caravan with 1-4 players. I belive the raiding parties will completely destroy nearly all caravans. I think there will be almost no successful caravans. Bandits havo no consequences, their only consequence is maybe dying and having to repair their gear. In general, I think, killing caravans will be no challenge, but it will be very profitable. Why defend a caravan when the products aren't yours? There's no reason to do that, there is no incentive in defending what is not yours. Plus, as a craftsman or gatherer, it would be advantageous to eliminate as many caravans as possible. This is because an excess of products in the market can cause prices to plummet. Personally, if I were in such professions, I would actively seek out and eliminate caravans in order to boost my business. I did exacty that in other games. I believe in two things about AoC: there will be almost no corrupted players there will be almost no successful caravans
Arya_Yeshe wrote: » @Mag7spy because you gave no suggestions at all and only implied that something should be done, then I will suggest someting as an example of how to suggest things: Dynamic drop rates: drop rates start with a 50/50 between loot drop vs sunk in the ground if in 6 hours there's no wagon kills will change the the rates in +10/-10... so you will have a 60/40 in drop/sunk split, up to 100/0 every dead wagon will bring a -10/+10 rates... if theres enough killed wagons then drops will be 0/100 in drop/sunk rates There it is! If that route became a meat grinder for caravans, it will eventually drop 0% loot and 100% will be sunk, but if that route is extremely quiet then the drop rate will go up 100% eventually. This should be like this because attackers may pretty much just have the intention to destroy others economically and this is fine! People who just wants loot will have to scout, travel and go after routes where the loot drop is high. yay or nay?
Mag7spy wrote: » Because you aren't understanding what I'm getting at doesn't mean i haven't already offered feedback. You literarily are just not listening lol. I will say it in the most simple form I can 1. Have a system around defending caravans offering strong incentives. Ensure that players can get there (teleport or not) easily and clearly knowing when and where they need to be. (teleport might be better so they can't be sniped as easily). 2. Reduction in the gain from players destroying the caravan with them needing to win multiple fights along the path of nodes to have a stronger impact on its loss. IE if they lose 5 node fights they might only have around 20% of their goods left.
Percimes wrote: » For the caravans to be worth the time to run and defend, basic resources need to be plentiful BUT localized and in demand all over the world. As such, ideally, part of the required materials and components for all professions must either have been gathered or processed in another node. The reward of a successful caravan is not only to keep the cargo, but to bring it to a more desirable market.