Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
ok ok.
So what do you think will influence the progression as bandit beside the skill?
The number of people willing to roleplay being merchants whose storylines involve being attacked and defeated by bandits.
Definitely RP, not RMT, though.
Another factor is how well each Caravan is built.
Another factor may be how many NPC mercenary guards the Caravan brings along.
Another factor may be side-events that pop up. Like that Troll walking down the path.
It's not always going to be predictable parameters the attackers can plan for.
With my example I wanted to highlight that players are supposed to involve themselves in both attacking and defending caravans.
But players who "do nothing else but scout to find a caravan" deserve to have fun too by doing that. To prevent them have an easy life, the game will protect caravans to some degree:
Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[37]
Some defensive abilities may be effective against blocking projectiles from hitting caravans.[92]
Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[112] – Steven Sharif
Map size can matter too especially if the map is mostly empty and the few populated nodes are far from each-other. Then running caravans can be safe and boring. Maybe NPC bandits should exist too.
If the map is full, I have no idea if the map is large enough. The node count was reduced before to make more space but will that be enough?
Players will still be able to estimate their success rate and will avoid attacking if the caravan seems well defended. Then they have no progress but also no regression on their highwayman system.
Yepp.
Also i think We all know what will be the Case. The more competent People/Guilds will spawn far more Caravans without great Risk of having them sacked by other Players.
The more incompetent Players/Guilds will find their Caravans way more often sacked and their Loots stolen by Others, than the more competent Players.
Attackers run risk of wasting their Time should they fail. Probably losing some Level-EXP in the Process. Or will that aspect also be disabled when it's Caravan-PvP ?
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
That is irrelevant to the claim "Eventually players will settle at a specific level which corresponds to their skill and will oscillate around that level."
There is an XP Debt death penalty, but that is turned off for Caravan PvP.
Also, failing to defeat a Caravan run does not inherently mean that any of the attackers died.
Dying during Caravan does result in gear degradation.
If for these players the progression is important, then they will be more careful when they assess and will avoid attacking when they are unsure.
Assessing the situation requires skill too, a different skill than moving the mouse and pressing buttons fast.
If participating in the caravan event is more important than the progression (e.g. to help the node) then actually this progression is not a risk but just a success vs failure rate indicator.
dude... you ok? your pretend neutrality is cracking. Find things that make you happy. go dancing. go play enshrouded. get into a forum focused on inequality. whatever you want.
You thinking what I wrote is not objective and neutral says something about your bias; not mine.
(Why in the world would I want to play Enshrouded??!!??)
Should the attacking members be of a stronger guild, perhaps they yield and do not follow-up in any way.
Or if they are equal, stronger and just caught off guard.. then perhaps the same result of caravan intervention
yeah. sorry. i will lay off. my bad.
To an average PvP player, it is no risk.
In a discussion like this, "adequate risk" is subjective. Intrepid should be aiming at an amount of risk thst someone like you considers it abundant risk, not adequate.
Actually, with what we know so far, there is less risk in attacking a caravan than there is in being attacked while killing a world boss.
While I expdct it to change, you currently only suffer gear degradation as a death penalty with a caravan, where as there are full death penalties associated with the world boss.
The other thing to keep in mind, the opposing side with a world boss is on an equal footing in terms of what they stand to lose, where as the other side with a caravan has invested much more.
The comparison to a world boss actually highlights the issue quite well.
I agree that basically all ingame activity/progress and therefore what you ultimately can risk or get rewarded by is transferable to time spent, because like it or not RL time is the main investment into the MMO game and what satisfaction we get from that time (mostly what progress we make in that time). (that being said that the efficiency of play determines the amount of risk you are taking at any given time).
The way I see it at the moment is that caravan originator risks past time (the time spent gathering the transfered resources) in the chance to multiply that time investment by selling it for mor gold elsewhere. That is basiclly and investment decision where the currency is his time.
The attacker invests his current time (by looking for suitable target) with the hope it will be more profitable than if he spent the same time gathering against NPCs. During this activity he also makes a decision to further risk the apparent sucess he has to multiply the reward by trasnfering the loot by his own caravan. Ie he invests his current time in the hope to make the more progress then the less risky endevour (ie regular gathering) and by less risky is that the progress made by regular gathering is more predictable ie the final result is less based on chance therefore less risky.
Therefore it is matter of balancing the time risk on both sides based on average times to find suitable target on the attacker side (basicly determined by the number of caravans in progress) and on average time to gather enough material to fill the caravan (which is the amount of time the caravan launcher risks)
The balancing of course needs to take into acount the further benefits for the attackers like:
Having fun in certain PVP (many will look for that)
Shuting down progress of other players (potential rivals)
We shall see what the alpha 2 data regarding this system will show Intrepid regarding balancing of this system. I am sure they will monitor this system especially very closely since the whole economy and therefore the whole game will depend on good balance of this particular system.