Glorious Alpha Two Testers!

Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

Debunking misconceptions on the Caravan System - Attackers don't need extra risk.

13567

Comments

  • Mag7spyMag7spy Member, Alpha Two
    Having mats on you I wouldn't expect to be attacked very often if you are just running from node to node and not gathering rare stuff in front of someone. Its rare for someone to attack (but there can be rare instances of people who do it for no reason like me). Do to the corruption system being harsher though it will make that a even smaller subset.

    People really don't understand the strong impact the corruption system is going have + the way the other systems work together like bag space for carry a certain amount.

    People are not going to be pvped randomly nearly as much as you think. So this idea of using a caravan to avoid penalty makes no sense since you would just be inviting people to pk you that normally wouldn't care what you are doing or where you are going if they don't know you.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Sathrago wrote: »
    Noaani wrote: »
    oOLu_BuOo wrote: »
    As said before, it's actually very balanced from a risk-reward perspective.

    Just because someone said a thing, doesnt make that thing true.

    It is not balanced from a risk vs reward perspective.

    I looked into what you are referring to and from what I can tell this clashes with caravans specifically. It doesnt make sense for caravans to not have the normal combatant death penalties. Why? Because people that bring materials with them for these events would be able to freely die without risking said materials. You could quite literally have whole groups running empty caravans just because the caravan protects their deaths from dropping loot on the way to a new node.

    This will need to be addressed and i dont think you should use it as an argument before it is.

    I'm not advocating for adding in regular death penalties for caravan attackers - I simply pointed out what we know of this to someone that was unaware.

    Again, I personally think the best option is to add a fail safe of some description to a lost caravan.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    oOLu_BuOo wrote: »
    Noaani wrote: »
    oOLu_BuOo wrote: »
    Arya_Yeshe wrote: »
    Attackers have no risk, period, but there should be consequences afterwards and that's all

    Go attack 5 of the servers best pvp guilds caravans per day in alpha 2 and see what happens then come back and tell me how theres no risk for attackers.

    If you are one of those top 5 PvP guilds, there is no risk.

    Or are you suggesting caravans are only for the best PvP guilds on each server?

    If you are the top PvP guild and you bully people too much, they will just pay the top 2-3 and 4 guilds to team up and crash your castle and node. Then you're all the way back to being a top 100 PvP guild, and nobody helps you to get strong again since they know how you behave now. That's a lot of risk losing your castle, node, and social status for some gold that a top 1 guild has better ways to generate. This means caravans are for everyone because not even the top guild is safe from facing the wrath of their enemies if they turn into bullies.

    As someone that has run a top guild on a PvP heavy server, if some random guild came along and asked me to go after one of the other top guilds, I'd laugh at them.

    Almost without exception, top guilds have either a formal or informal arraignment around attacking each other. It may be that they are KoS to each other, it may be that they dont attack outside of specific guild activities, or any number of other arraignments.

    If you came to me and offered to pay me to take on one of the other top guilds, I absolutely would take your money.
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 2024
    Edit: Nvm, I don't want to take the thread off on a tangent. :smile: I'll make a separate post.
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Not sure I like the "it's already been done before" answers for a new upcoming mmorpg.

    Also not sure I like the arguments that most people will be running caravans rather than attacking them because you make more running them yourself.

    I still don't buy player to player reputation as a reward either, not a good one anyways.

    Are we going to be able to determine who is running a caravan just by looking at them?

    I'm not sure statements like everyone will be interacting with caravans in some are true because I do not plan to.

    Freedom from death penalties in caravan pvp seems silly.
    q1nu38cjgq3j.png
  • Gaul_Gaul_ Member, Alpha Two
    edited February 2024
    Fantmx wrote: »
    Are we going to be able to determine who is running a caravan just by looking at them?

    Yes, that is intended. I asked this question for the October monthly livestream, here is steven's answer (the timestamp should be 1:32:50):

    https://youtu.be/sNfwQILIasQ?si=t0bp6V5h9MjUIdNG&t=5570

  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Gaul_ wrote: »
    Fantmx wrote: »
    Are we going to be able to determine who is running a caravan just by looking at them?

    Yes, that is intended. I asked this question for the October monthly livestream, here is steven's answer (the timestamp should be 1:32:50):

    https://youtu.be/sNfwQILIasQ?si=t0bp6V5h9MjUIdNG&t=5570

    Ahh yeah your question
    q1nu38cjgq3j.png
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    Attackers should be attackable by any citizens from the same node of the Caravan leader and the majority make-up of the caravan as a group, for an hour after the caravan has been completed
    oOLu_BuOo wrote: »
    Arya_Yeshe wrote: »
    Attackers have no risk, period, but there should be consequences afterwards and that's all

    Go attack 5 of the servers best pvp guilds caravans per day in alpha 2 and see what happens then come back and tell me how theres no risk for attackers.

    And in reverse? zip.
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    There is a quote from Steven from the last stream that keeps ringing in my head when reading this thread and similar ones.
    There is no reward without significant risk in ashes of creation.

    q1nu38cjgq3j.png
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Fantmx wrote: »
    There is a quote from Steven from the last stream that keeps ringing in my head when reading this thread and similar ones.
    There is no reward without significant risk in ashes of creation.

    Yeah, but Steven just conflates the word "risk" with "PvP".

    To him, anything that has an element of PvP has significant risk.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    This post is very telling for those who have never gotten their ass beat and those who have.

    And if you can’t defend it, you don’t deserve to keep it.

    Welcome to actual PvX.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Solvryn wrote: »
    This post is very telling for those who have never gotten their ass beat and those who have.

    And if you can’t defend it, you don’t deserve to keep it.

    Welcome to actual PvX.

    I mean, I would assume everyone that has played a PvP MMO has had their ass beat at some point. You would have to be barely playing a game like Archeage if you never lost. I mean, do YOU even PvX bro?
  • OtrOtr Member, Alpha Two
    Fantmx wrote: »
    There is a quote from Steven from the last stream that keeps ringing in my head when reading this thread and similar ones.
    There is no reward without significant risk in ashes of creation.

    That's why I payed $375
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited February 2024
    What I am getting at with that quote, is if reward requires risk, what risk are the attackers putting in to get a reward. This entire game philosophy is built on risk v reward so what do they put up as risk in order to be rewarded.
    q1nu38cjgq3j.png
  • OtrOtr Member, Alpha Two
    Fantmx wrote: »
    What I am getting at with that quote, is it reward requires risk, what risk are the attackers putting in to get a reward. This entire game philosophy is built on risk v reward so what do they put up as risk.

    The risk of losing your goods is what makes this game different from pve mmos.
    If you add risks on attackers side, fewer of them will attack.
    Then the game becomes more like those pve mmos.

    Attackers who spend a significant time searching or waiting for a prey feel the risk when the prey escapes or when they themselves become prey while transporting the loot.

    Don't judge the caravan game-play from the perspective of a player used to be protected by the corruption system.
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Steven's words, not mine. Just pointing out the discrepancy. Attackers seem to be rewarded without significant risk.
    q1nu38cjgq3j.png
  • OtrOtr Member, Alpha Two
    Fantmx wrote: »
    Steven's words, not mine. Just pointing out the discrepancy. Attackers seem to be rewarded without significant risk.

    Those words were always meant to pve players who feel discouraged by the lack of PvE servers.
    The caravan system was described as a PvP mechanic many years ago and is not intended for PvE players freshly converted to "PvX".
    PvP works differently.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 2024
    Fantmx wrote: »
    What I am getting at with that quote, is if reward requires risk, what risk are the attackers putting in to get a reward. This entire game philosophy is built on risk v reward so what do they put up as risk in order to be rewarded.

    @Fantmx I'm sorry, again, I don't get it... this makes no sense at all, why would you assume that risk vs reward should apply to literally every single aspect?

    Should I be complaining that AoC is not a risk vs reward game because:

    - there is no risk in Arenas, you get rewards so should be death penalties
    - there is no risk being a bounty hunter, you get rewards and there's no death penalties if killed by red players
    - there is no risk using your freehold for processing, you get rewards but no one can loot or destroy things
    - theres no risk in a tavern, I get gold selling things and no one can come and take my shit

    There is no reward without significant risk in ashes of creation.

    that quote is a general design philosophy, just like when you say FF14 is a PVE game, and Mortal Online 2 is a PVP game t doesn't mean it only has PVE or PVP theres both, but the overall design is mainly one thing

    It's not rocket science, the reward in the caravan system is getting 10x profit, risk is losing your shit, thats a risk vs reward system, simple, and always works in every iteration we see across multiple MMOs.
    img]
    Recrutamento aberto - Nosso Site: Clique aqui
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Arya_Yeshe wrote: »
    Attackers have no risk, period, but there should be consequences afterwards and that's all
    Attackers do have some Risk.
    Negative points on their Bandit/Highwayman progression path if they fail.
    Doesn't seem like there should be other conequences for failing.
    Just as there are no consequences for the Attackers who fail at a Node Siege or Carstle Siege.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Sathrago wrote: »
    I dont really get why it needs to be an equal risk on both sides though. The bandit didnt decide to roll the dice for higher rewards. The defender did when they made the caravan. The only balancing I would want to see here is making sure the rewards are worth the risk for the caravan runners. Bandits increase the value, utility increases the value, and distance traveled increases the value. If theres too much busy work/risk for bandits to have to do in order to start attacking caravans, that indirectly reduces the value of the caravan turn ins because more will be made.
    I don't really get what dice the Bandits are rolling. Reputation dice?
    It's just another opportunity for PvP.
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Otr wrote: »
    Fantmx wrote: »
    Steven's words, not mine. Just pointing out the discrepancy. Attackers seem to be rewarded without significant risk.

    Those words were always meant to pve players who feel discouraged by the lack of PvE servers.
    The caravan system was described as a PvP mechanic many years ago and is not intended for PvE players freshly converted to "PvX".
    PvP works differently.

    It is a design pillar that existed long before the people asking for PvE servers did: https://ashesofcreation.wiki/Design_pillars
    q1nu38cjgq3j.png
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Liniker wrote: »
    why would you assume that risk vs reward should apply to literally every single aspect?
    Because if risk vs reward is unevenly distributed, everyone would simply flock to the activity with the highest reward for the lowest risk.

    The notion that it should not apply to literally every single aspect of the game is insane.
    Should I be complaining that AoC is not a risk vs reward game because:

    - there is no risk in Arenas, you get rewards so should be death penalties
    - there is no risk being a bounty hunter, you get rewards and there's no death penalties if killed by red players
    - there is no risk using your freehold for processing, you get rewards but no one can loot or destroy things
    - theres no risk in a tavern, I get gold selling things and no one can come and take my shit
    You are completely ignoring what risk actually is in an MMORPG.

    In an arena, if you lose a fight, you stand to go down the ladder rather than up. Since going up the ladder is the goal, this is literally the same as betting gold in the arena and losing. This absolutely is equal risk vs reward.

    Being a bounty hunter is something we don't yet have enough information on to make any call about.

    Using a freehold for processing is a risk. There are costs involved in getting set up, in getting materials and then the opportunity cost of that being what your freehold is used for, preventing it being used for other things. Then there is the fact that being set up for processing puts you at the mercy of the caravan system both to recieve raw product, and to sell your processed materials.

    Using a freehold as a tavern has risk associated with it. There is some of the same risk as in the above in getting a freehold set up for it, the opportunity cost of that being what your freehold is for, but then there is the added risk of there being a chance that no one shows up to your tavern.

    Spending money and/or time on something in hopes of getting a return absolutely is a risk. PvP does not need to be involved for this to be the case - all that is needed is there being a chance at not achieving that return.

    One of the ways it would possibly work out to add risk to caravan attackers is if the highwayman path took the form of a social organization. Sure, you can attempt to defeat caravans if you like, but doing so prevents you from being able to join the Scholar's Acadamy, or the Trader's Company or what ever else is added to the game. If having this progression parth is required to initiate an attack on a caravan (potentially even to participate in an attack on a caravan), then attackers have the opportunity cost of not being able to belong to any of the other social organizations in exchange for the ability to attack caravans.

    This is a risk on the part of the attackers. They are sacrificing something in order to be able to attack said caravans, and there is a chance that this trade off may not end up being worth it for them.

    Personally, I want to see this happen with Bounty Hunters as well - but again, we don't have enough information about them to make that call.
  • hleVhleV Member
    edited February 2024
    - In arenas, one party doesn't risk more than the other.
    - As a bounty hunter, you can be freely attacked by corrupted players without incurring additional corruption should they be successful in killing you. (I think corruption stat dampening doesn't apply vs bounty hunters neither?)

    This is not to say that all aspects of the game must have equal risk vs reward. I just honestly don't see why caravans don't simply follow the open seas' "everyone's a combatant" ruling instead. Perhaps they want higher participation in caravan PvP, which no death penalty would supposedly bring.
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Liniker wrote: »
    Fantmx wrote: »
    What I am getting at with that quote, is if reward requires risk, what risk are the attackers putting in to get a reward. This entire game philosophy is built on risk v reward so what do they put up as risk in order to be rewarded.

    @Fantmx I'm sorry, again, I don't get it... this makes no sense at all, why would you assume that risk vs reward should apply to literally every single aspect?

    Should I be complaining that AoC is not a risk vs reward game because:

    - there is no risk in Arenas, you get rewards so should be death penalties
    - there is no risk being a bounty hunter, you get rewards and there's no death penalties if killed by red players
    - there is no risk using your freehold for processing, you get rewards but no one can loot or destroy things
    - theres no risk in a tavern, I get gold selling things and no one can come and take my shit

    There is no reward without significant risk in ashes of creation.

    that quote is a general design philosophy, just like when you say FF14 is a PVE game, and Mortal Online 2 is a PVP game t doesn't mean it only has PVE or PVP theres both, but the overall design is mainly one thing

    It's not rocket science, the reward in the caravan system is getting 10x profit, risk is losing your shit, thats a risk vs reward system, simple, and always works in every iteration we see across multiple MMOs.

    Why do you assume I think there should be risk in every aspect? Hey @Dygz how much do I love risk versus reward?

    I am providing the most direct quote that Steven has made on the subject, which came from the caravan live stream and I'm reminding everyone that it is a design pillar. I am simply pointing out a contradiction.

    We are talking about the design pillar of risk versus reward and how it applies to caravans. Bringing in other topics like freeholds, taverns, arenas, and other games is just a red herring fallacy.

    I like you but you sure are quick to judgement at times and not always constructive about how you approach people.
    q1nu38cjgq3j.png
  • OtrOtr Member, Alpha Two
    Fantmx wrote: »
    Otr wrote: »
    Fantmx wrote: »
    Steven's words, not mine. Just pointing out the discrepancy. Attackers seem to be rewarded without significant risk.

    Those words were always meant to pve players who feel discouraged by the lack of PvE servers.
    The caravan system was described as a PvP mechanic many years ago and is not intended for PvE players freshly converted to "PvX".
    PvP works differently.

    It is a design pillar that existed long before the people asking for PvE servers did: https://ashesofcreation.wiki/Design_pillars

    Of course caravans are listed under the section of risky activities because the party which carries the valuable stuff might lose it. That is how any PvP with full loot works.
    The only problem I see is that players in this game don't drop their gear when they die. That allows gear to become more valuable than the cargo.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 2024
    Fantmx wrote: »
    Why do you assume I think there should be risk in every aspect?

    ...

    We are talking about the design pillar of risk versus reward and how it applies to caravans. Bringing in other topics like freeholds, taverns, arenas, and other games is just a red herring fallacy.

    Because you are focusing on one particular aspect of the system which is attackers, that implies that you want risk in every single aspect of that particular system, and I explained where I believe the risk is with the caravan system, risk is losing stuff and reward is delivering, as simple as that, and I provided examples of other games where this system worked using that same design,

    The caravan system, is just one of many systems in AoC where there isn't risk in every aspect of it, I pointed that out, I don't think me saying that is a red herring fallacy.
    Fantmx wrote: »
    I like you but you sure are quick to judgement at times and not always constructive about how you approach people.

    No idea what do you mean with judgment and not being constructive on my approach, I'm simply disagreeing with the things you said which is normal in a discussion with two people that have different ideas, if you take offense for that I don't know what to tell you.. my intention here is just to discuss the system, I'm not trying to make anyone upset or to win a debate, I'll gladly "take an L" on a discussion in favor of keeping things cool
    img]
    Recrutamento aberto - Nosso Site: Clique aqui
  • If the market is normal, the economy will be trading. I don't think you will earn 5x or 10x money per shipment.The costs and risks for the trader will be too high.buy a cart with improvements and fill the cart with raw materials.pay mercenaries to protect. It was 30 minutes from town to town, and then you have to go back to your town for 20 minutes on horseback. Paying 12-24 people to be with you for 1 hour will not be cheap.mercenaries don't risk much either. in the end they don't get paid, it's a big adventure. however, the merchant failed everything. the mercenary has little money, he sells the information about his cart, they don't protect it, they take the cart with another team.
    if the mercenaries take responsibility to transfer it and if it doesn't work, they will pay 70-80% of my damage, then I still say it's good. But that all costs belong to the merchant and the responsibility also belongs to.
  • KingDDDKingDDD Member, Alpha Two
    edited February 2024
    Noaani wrote: »
    There is a fairly major difference between Ashes and Archage specifically.

    That difference is in that the reward for a caravan in Archeage is set by the server, and is new coin. You use trade runs in Archeage to generate wealth on the server, not to redistribute it.

    In Ashes, when you load a whole pile of resources in to a caravan and transport it to a different node, your reward isnt new coin or anything - it is simply the fact that you now have those resources in that new node. Obviously this is for personal caravans, but that is what most of the discussion is about.

    What this means is that if people in your new node are willing to pay 25% more for that resource at this new node, your gains for running a caravan arent 5x or 10x, they are 0.25x.

    Then in Archeage you hav e the fact that you still get 40% of the turnin value of a pack you created.

    So, some basic math.

    If you spend 10g in Archeage on packs and the turnin value is the low end of what you have stated (5x), you stand to get 50g at the end. If someone takes your packs and turns them in to the same place, you only get 40% of that 50g - or 20g. Thus, even if your packs are taken, you still make a profit- just less of a profit.

    In Archeage, if you put 10g in to a caravan and transport it, if you get that additional 25% that people may pay at the new node for the raw materials, you end up with 12.5g. If you are attacked and defeated, you lose all 10g worth of materials.

    So, in Archeage if you run a 10g trade run, you stand to get either 20g or 50g. In Ashes if you run a 10g caravan you stand to get 12.5g or lose all 10g.

    In both scenarios, the attacker has the same level of risk.

    Something needs to change.

    The difference is in ashes you will need to take resources via caravan to build up nodes and engage in high-end crafting. While the individual reward is less than a game like AA, the reward here is node progression.

    The reward structure is different in ashes, but I wouldn't be surprised if it ends up being much more engaging from a player perspective. Intertwining the mayor and the peons of a node will increase social engagement between all participants of a node.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    KingDDD wrote: »
    Noaani wrote: »
    There is a fairly major difference between Ashes and Archage specifically.

    That difference is in that the reward for a caravan in Archeage is set by the server, and is new coin. You use trade runs in Archeage to generate wealth on the server, not to redistribute it.

    In Ashes, when you load a whole pile of resources in to a caravan and transport it to a different node, your reward isnt new coin or anything - it is simply the fact that you now have those resources in that new node. Obviously this is for personal caravans, but that is what most of the discussion is about.

    What this means is that if people in your new node are willing to pay 25% more for that resource at this new node, your gains for running a caravan arent 5x or 10x, they are 0.25x.

    Then in Archeage you hav e the fact that you still get 40% of the turnin value of a pack you created.

    So, some basic math.

    If you spend 10g in Archeage on packs and the turnin value is the low end of what you have stated (5x), you stand to get 50g at the end. If someone takes your packs and turns them in to the same place, you only get 40% of that 50g - or 20g. Thus, even if your packs are taken, you still make a profit- just less of a profit.

    In Archeage, if you put 10g in to a caravan and transport it, if you get that additional 25% that people may pay at the new node for the raw materials, you end up with 12.5g. If you are attacked and defeated, you lose all 10g worth of materials.

    So, in Archeage if you run a 10g trade run, you stand to get either 20g or 50g. In Ashes if you run a 10g caravan you stand to get 12.5g or lose all 10g.

    In both scenarios, the attacker has the same level of risk.

    Something needs to change.

    The difference is in ashes you will need to take resources via caravan to build up nodes and engage in high-end crafting. While the individual reward is less than a game like AA, the reward here is node progression.

    The reward structure is different in ashes, but I wouldn't be surprised if it ends up being much more engaging from a player perspective. Intertwining the mayor and the peons of a node will increase social engagement between all participants of a node.

    The notion that caravans may be needed for both character and node progression are already automatically factored in to the equation.
  • KingDDDKingDDD Member, Alpha Two
    Noaani wrote: »
    KingDDD wrote: »
    Noaani wrote: »
    There is a fairly major difference between Ashes and Archage specifically.

    That difference is in that the reward for a caravan in Archeage is set by the server, and is new coin. You use trade runs in Archeage to generate wealth on the server, not to redistribute it.

    In Ashes, when you load a whole pile of resources in to a caravan and transport it to a different node, your reward isnt new coin or anything - it is simply the fact that you now have those resources in that new node. Obviously this is for personal caravans, but that is what most of the discussion is about.

    What this means is that if people in your new node are willing to pay 25% more for that resource at this new node, your gains for running a caravan arent 5x or 10x, they are 0.25x.

    Then in Archeage you hav e the fact that you still get 40% of the turnin value of a pack you created.

    So, some basic math.

    If you spend 10g in Archeage on packs and the turnin value is the low end of what you have stated (5x), you stand to get 50g at the end. If someone takes your packs and turns them in to the same place, you only get 40% of that 50g - or 20g. Thus, even if your packs are taken, you still make a profit- just less of a profit.

    In Archeage, if you put 10g in to a caravan and transport it, if you get that additional 25% that people may pay at the new node for the raw materials, you end up with 12.5g. If you are attacked and defeated, you lose all 10g worth of materials.

    So, in Archeage if you run a 10g trade run, you stand to get either 20g or 50g. In Ashes if you run a 10g caravan you stand to get 12.5g or lose all 10g.

    In both scenarios, the attacker has the same level of risk.

    Something needs to change.

    The difference is in ashes you will need to take resources via caravan to build up nodes and engage in high-end crafting. While the individual reward is less than a game like AA, the reward here is node progression.

    The reward structure is different in ashes, but I wouldn't be surprised if it ends up being much more engaging from a player perspective. Intertwining the mayor and the peons of a node will increase social engagement between all participants of a node.

    The notion that caravans may be needed for both character and node progression are already automatically factored in to the equation.

    Can you show me where it's factored in and how exactly node progression is weighted in this equation? Your Archage example talks about rewards and the necessary scale to feel rewarding for individuals but doesn't say anything about social engagement or node development.
Sign In or Register to comment.