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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.
Risk for attacking Caravans:
Dimitraeos
Member
Being marked as a "Bandit" and appear on bounty hunter maps (or maybe the map in general) for which the player will reward [insert some kind of reward here].
How's that?
How's that?
"Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
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Comments
How are they screwed? What does an attacker lose other than time?
There will be fast caravans for solo players with high chance to escape.
In other words, an infamy system that boosts the difficulty of caravan attacks. This would obviously have to be balanced out against any potential abuses of forced failures that bring you down on that progression path (if we can even go down).
you asked that in the other thread and gave you some examples xd
You already doubted before
The price when you carry commodities from a node to the next will change. The profit will be smaller and smaller as players fill the destination node with those specific commodities.
Ill be on the look out for every reply, so sorry king
I think they'll have incentives. Some progression which will help them be better at their activity.
Possibly the caravan defenders will have a progression too.
There will be choke points. And zergs defending them with powerful AoEs
Crossing rivers will also take time.
It might worth doing a few runs with a fast caravan in the metro nation area where your own citizens are active, but only if you notice a bigger price difference. Or if you want to create a stash if the node falls later, to sell the commodities at higher price.
But probably other activities will be more profitable: the bigger slower caravans might carry other stuff too, not only commodities.
Could be that the fast caravans will be worth for low level players and role playing.
Defenders risk: Losing god knows how many days/weeks worth of gold, material and time
Defenders reward: gaining some or a lot of gold
Attackers risk: losing a little bit of time (and they can keep attacking with no further risk)
Attackers reward: a bunch of pillaged goods for some or a lot of gold
I dont really see how this is balanced without some additonal risks for Attackers. Its the definition of unbalanced (in its current iteration), but im sure Intrepid is already thinking about this.
Though I definitely agree that it's a pretty shitty deterrent, if it even can be considered one.
slaaayyy
There must be gold sink. Gold must be lost somewhere. And this is the proper place rather than sooner while gathering, where the corruption protects a little bit.
AoC is a PvP game.
Players will go and attack the caravans of competing metro nations. Eventually they might become enemy of the state and everyone will be able to attack them. But this information was not confirmed recently. We have to ask during the next caravan stream.
https://ashesofcreation.wiki/Reputation
they both get or lose progression
Yeah we will have to see exactly how that gear decay works, but I think a risk involved directly with the action being committed is what im trying to get at with this. Doing "bandit" shit should have risks involved with being a bandit. Not Corruption in this case, for gameplay purposes, is that would be to harsh, but something somewhat even with the risk of the other party.
https://forums.ashesofcreation.com/discussion/57127/risk-vs-rewards-for-caravans#latest
check the last post
Okay I just saw your reply there. Fair enough. I actually wasn't aware that there was actually a "progression" system. Depending how much this stalls your progress, we will see if its enough of a counterweight to the risk involved in losing many day/weeks worth of material and gold that Defenders could potentially be risking.
to carry back the pillaged goods they stole? That doesnt just exist in player inventory?
Fair points, I actually completely forgot about these details, been a while since I brushed up on the wiki.
people should be encouraged to attack, not have penalties or get flagged, the risk is in the defenders because they will be getting the big rewards as shown on the caravan stream 8 times the profit for a 15 minute trip, thats an insane reward already should have a high risk
attackers won't even get 1/3 of that loot with restrictions in place like having to caravan back the loot, cost of gear degradation, time invested, and if they are successful theres also reputation on the line which is a big thing in these games,
if anything I say give more incentives to attackers lol and this is coming from someone that has absolutely no plans on going bandit as I will be busy running and protecting my own caravans
Arya ideas, best ideas
These events will flag participating players as Combatants (purple) and players will remain flagged for a period of time after leaving that battleground.[6][8][9] Corrupted (red) players will remain red during PvP events.[10]
Oh! Nice, not the first time Steven and me see eye to eye on some matters it appears
Since the risk is high for the caravan runner, the social aspect incentivizes them to be good neighbours.
Since the risk is high for the caravan runner, attacking a caravan is antagonizing and will ensure you are put on everybody defending's List.
The Mayor of a node can, supposedly, designate individuals Enemy of the Node. Any guild can War Declare and KOS. That is the true, and high, risk of raiding caravans.
A caravan runner may lose X minutes of gathering. A caravan attacker risk getting spawncamped for the rest of the game experience. Isnt that enough?