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Ingame rewards for caravan attackers needs to be hashed out.

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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Nerror wrote: »
    In a risk vs. reward game system we need to have a tangible measurable risk to get a tangible measurable reward. Can we all agree that that is what is meant by this? We need gold/materials/XP debt/item repair or at least a lot of time on the line if people expect a substantial gold/materials/XP reward.

    Thoughts?
    I disagree.
    In Ashes, Risk is really just synonymous with PvP combat.
    There is no Reward without PvP combat.
    The more Reward expect more PvP combat.
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 12
    Social and political risk/dislike between players is something the game is incapable of knowing anything about, and no ingame risk vs. reward system can take it into account in any meaningful way.

    1000% Correct.
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »

    Does it prevent the zerg?

    So much this. :thumbup:
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 13
    Dygz wrote: »
    Nerror wrote: »
    In a risk vs. reward game system we need to have a tangible measurable risk to get a tangible measurable reward. Can we all agree that that is what is meant by this? We need gold/materials/XP debt/item repair or at least a lot of time on the line if people expect a substantial gold/materials/XP reward.

    Thoughts?
    I disagree.
    In Ashes, Risk is really just synonymous with PvP combat.
    There is no Reward without PvP combat.
    The more Reward expect more PvP combat.

    That's just not accurate. There is a potential for PvP in all aspects of the game, excluding in your own home. That is just the underlying tapestry of the game and it's what makes it a PvX game.

    But you get roughly the same drops from bosses whether or not PvP happens. And from gathering and pretty much anything else including even sieges, if one side doesn't show up.
  • HughJardonHughJardon Member, Alpha Two
    edited February 13
    I'm sure the details will be thrashed out in A2.
    To me attacking caravans generally seems a short term gain that can have long term loss.
    When nodes are waring it will become a more employed tactic to piss off the enemy, but then ultimately both sides will suffer from lack of trade and rising local prices.
    Maintaining peace most of the time will be encouraged socially and politically, and rogue guilds/parties will be dealt with as seen fit (War and KoS) by members of both nodes. Perhaps Majors will be able to assign bounties to these people?
    The game is so big, we know so little, there are many solutions, but I think the game shouldn't be governed by systems too much and should be left to social factors, but the tools for that need to be provided.

    Let's not also forget, vessel nodes, and their general region will all be generally working towards the same goals. So large areas will generally be peaceful and you can mostly only expect trouble when trading between different regions. So whilst surviving an attack will perhaps be low, the chance of being attacked will also be low.
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