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Question about materials and visuals indicators.

SathragoSathrago Member
edited July 2023 in General Discussion
I would like to know if there are any plans to add visual indicators that a player has stuff in their material bags. Like if a lumberjack has a lumberjack's material pack on, it will fill up with logs as you loot more materials. Or it could be as basic as the bag getting larger or just a buff that you can see on their nameplate.

My reasoning for this is simple, it makes sense that you would be able to tell if someone's luggin around a large amount of materials in a realistic sense. So it would be nice if that was also the case in the game. This would help players have more determination on who they attack in the open world. If you go to a farming spot and see a guy stomping around with a basket overflowing with rocks it might be worth trying to flag up against them to take some of those materials. And this isn't even about going red, as if they fight back you still get a decent chunk of what they have.

you could also expand this to caravans, but I will leave that for another time.
8vf24h7y7lio.jpg
Commissioned at https://fiverr.com/ravenjuu

Comments

  • DepravedDepraved Member, Alpha Two
    edited July 2023
    nah removes the risk for the attacker and makes it harder and riskier on gatherers. this was suggested before
  • SathragoSathrago Member
    edited July 2023
    Depraved wrote: »
    nah removes the risk for the attacker and makes it harder and riskier on gatherers. this was suggested before

    I don't know how it "removes" risk from an attacker, but yes it does make it riskier for gatherers but only for those that have materials. Its actually safer for gatherers with little to no materials. Additionally, this isn't just for gatherers, its anyone that picks up materials. So all players moving through the world and picking up certificates or materials.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • VoeltzVoeltz Member
    I was thinking the same thing. I would also like to see this apply to mules and caravans. That way, transporting large amounts of goods is riskier because it can be identified by other players and paints a larger target on their backs. It also helps from an immersion stand point having visuals of the type of items that are being transported and/or quantities.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I am not sure but I think it was mentioned that the bags will have different looks. Not sure if the looks are specific to the types of bags such as mining or herb bags. He mentioned it in one of the last live streams he did on twitch.
    vmw4o7x2etm1.png
  • Ravicus wrote: »
    I am not sure but I think it was mentioned that the bags will have different looks. Not sure if the looks are specific to the types of bags such as mining or herb bags. He mentioned it in one of the last live streams he did on twitch.

    Right there are different types of bags that have varying sizes and such, so it would stand to reason that they would look different as well. though I'm not sure if that will be a visual display on the character model, which is kind of what I'm asking for here.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • AlmostDeadAlmostDead Member, Alpha Two
    Voeltz wrote: »
    I was thinking the same thing. I would also like to see this apply to mules and caravans. That way, transporting large amounts of goods is riskier because it can be identified by other players and paints a larger target on their backs. It also helps from an immersion stand point having visuals of the type of items that are being transported and/or quantities.

    For caravans specifically, it has previously been confirmed that there will be visual indications of what the caravan is carrying, though you won't be able to see exactly what's being transported.
  • superhero6785superhero6785 Member, Alpha Two
    edited July 2023
    The goal isn't to have green players being attacked in the open world, in fact it is greatly discouraged through the corruption system and is only allowed as a very risky thing to do as the attacker. Giving attackers visual indicators on who would be the best prey would go against their philosophy.
  • CROW3CROW3 Member, Alpha Two
    This would be interesting from an immersion perspective, but I imagine the guesswork on who to target goes directly back to 'risk v. reward.' It's a little like a slot machine. The only known is that it costs $1 to pull the lever. The gamble is if and what you'll win.
    AoC+Dwarf+750v3.png
  • The goal isn't to have green players being attacked in the open world, in fact it is greatly discouraged through the corruption system and is only allowed as a very risky thing to do as the attacker. Giving attackers visual indicators on who would be the best prey would go against their philosophy.

    attacking green players is fine. Killing them is a completely different matter. I don't think this would change that dynamic.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • VoeltzVoeltz Member
    edited July 2023
    The goal isn't to have green players being attacked in the open world, in fact it is greatly discouraged through the corruption system and is only allowed as a very risky thing to do as the attacker. Giving attackers visual indicators on who would be the best prey would go against their philosophy.
    The goal is to allow green players to be attacked, otherwise they wouldn't have open flagging in the game at all. The Corruption System is intended to discourage the world from becoming a "gank box", not to prevent it from happening completely. So no, It goes along perfectly with their philosophy of risk vs. reward. If you know anything about the game, you would know it's been designed deliberately to create player conflicts in nearly every aspect, that includes transporting goods and Caravans.
  • VyrilVyril Member, Alpha Two
    I'm for sure going to run around with some bum cosmetics, so people try to pick fights with me.
  • SpifSpif Member, Alpha Two
    I think costumes would completely negate this, so there isn't much point to the art team making 5+ different fullness levels for each kind of bag.
  • Spif wrote: »
    I think costumes would completely negate this, so there isn't much point to the art team making 5+ different fullness levels for each kind of bag.

    the point would be to not let costumes do this.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • VoeltzVoeltz Member
    edited July 2023
    Spif wrote: »
    I think costumes would completely negate this, so there isn't much point to the art team making 5+ different fullness levels for each kind of bag.

    Seems like a problem in it of itself If you have someone running around with Santa's Sack full of endless resources but you can't see it because they paid for a skin. Will also make it harder to identify those that are causing land degradation.
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