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Just a thought about caravans...

VipernzVipernz Member, Alpha Two
Ok so I've been following Ashes for some time now and this is more of a random thought that I felt could be valuable to share, I completely understand if what I'm proposing/suggesting here is something that is already on the radar/map for development however I still felt it worth sharing as discussion is healthy and anything that might help create value is a win even if it creates a discussion to validate why an idea may not be great so I welcome all opinions and feedback.

Recently I watched a reaction video about the caravan process and what that journey/experience/game loop is shaping up to look like and I couldn't help but form some opinions about how this might:

1. Be amazing fantastic re-playable content offering a wealth of in game interactions
2. Become a predictable gank-fest with caravans being wrecked the minute they step out of town and onto their trade route

So I would love to drop something here that came to mind around how intrepid could look to balance this and drive an absolute immersive experience, I would love to know if this is something that is already being discussed but just in-case its not (Knowing the depth of thought that has gone into this game I feel like it probably has) so here goes:

Firstly I want to say that the construction process and re-deployment stages of the caravan into different terrain types (Land, water etc...) looks absolutely amazing and cannot wait to play this game mechanic, However the reaction video and opinions that were talked through during that video really got me thinking about how this gameloop could be angled to really and truly create a dynamic and immersive experience forcing players to constantly think ahead and engage with the environment, For ease of read I will bullet point some suggestions then try to talk to them:

1. Dynamic trade routes: By this I do not mean that there would be more than one route, I mean potentially allowing players to plan a trade route on a map before engaging in the caravan escort, giving the opportunity to plan the journey before deployment including choosing ahead of time the points at which the caravan will need to convert for various terrain changes as well as allowing the escort group to strategically use the world to their advantage like intentionally avoiding choke points or canyons where an ambush would be likely by a raiding party

2. Rewards/Profit based on journey length & difficulty: Having the chance to increase the payout for completing a caravan escort based on the travel distance and the difficulty of the part of the world the caravan is traveling through could be such an engaging part of this process where certain trade routes may include world events and bosses where not only would players need to fend off potential raiding parties but having PVE content to contend with at varying difficulty levels depending on a variety of factors would add an amazing layer of content which would feed off/be influenced by the dynamic trade routes and pre-planning where say route A may have a higher reward but may be a less direct route and travel through some higher risk areas or require more stops/transitions as well as being a higher chance for PVE events and travel through tighter corridors or more terrain transitions giving raiding parties more opportunities for ambush and route B may be far easier to complete, stick to larger more open areas, be less profitable but also be less desirable for a raiding party to engage, obviously there would be a balance required and this would all be around risk vs reward.

3. Raiding rewards vary based on the stage of the caravan journey: This one I felt would really encourage not only the escorts but the raiding parties to think deeply about how and when the decide to engage a caravan, If the amount of contents dropped by a caravan increased as the caravan travels further into the designated trade route as well as having this dynamically set by the escort party planning the route where there would be an overall value that would peak and trough at various points of the journey based on the routing chosen and various environmental factors it would keep this game loop incredibly dynamic where a raiding party may need to follow a caravan and observe from a distance until an indicator gets to a certain 'sweet spot' to engage for the highest raiding rewards, This could also potentially tie into the PVE content where the raiding party may have to also contend with PVE content as well as the escorting players to get the maximum rewards from the caravan raid, this would also aim to avoid having raiding parties sitting and waiting outside high volume trade cities to just jump on a caravan as it sets out which I feel if allowed would be such a shame and essentially collapse this mechanic, I acknowledge the will be a pvp system to punish 'ganking' behaviour which is great and would actually also play well into this as another layer of consideration.

4. Dynamically available routing options based on node stages: finally all of this would tie so well into the changing world with node progression influencing the most desirable routes, village to village would be less profitable than city to city and certain types of nodes may offer higher rewards for trade routes to other certain node types which means players then would have a layer of planning node progression to align with the types of trade routes they want to establish or make available by progressing one node over another, also where these nodes are in the world and the routes between them could be influenced by a massive variety of factors keeping the caravan game loop an integral, dynamic, changing and immersive one where raiding parties would plan their ambush locations based on the terrain between high value nodes however the escorts would be able to constantly plan new routes if they found they were getting ambushed at a certain point they would be able to define the next route to avoid those danger zones which then would again feed into re-deploying the rest zones/transition points and sweet spots for highest loot for raiders keeping it truly dynamic and never feeling like a static game loop.

5. Trading caravans supplying adjacent nodes with required materials to progress: Another thought that just popped into my head is tying the caravan gameloop into the progression of nodes, where to speed up node progression a certain node may required specific materials from other biomes or racially aligned nodes/cities giving players a massive incentive to engage in caravans to achieve wider goals aligned with a specific node being able to progress sooner if say enough stone was brought in from a mining zone to enable the construction of larger buildings etc.. this would also push players to consider which other adjacent or even wider nodes were being progressed in parallel to enable the availability of the resources they need to progress their own node in a desired direction the required resources potentially would vary depending on the racial weighting of a node meaning players would need to identify and work with other cities/citizens to secure trade routes and resource types that are relevant.

Long time follower first time poster so please excuse the brain dump, I hope that some cool discussions can follow ^_^

Comments

  • DepravedDepraved Member, Alpha Two
    Vipernz wrote: »
    Ok so I've been following Ashes for some time now and this is more of a random thought that I felt could be valuable to share, I completely understand if what I'm proposing/suggesting here is something that is already on the radar/map for development however I still felt it worth sharing as discussion is healthy and anything that might help create value is a win even if it creates a discussion to validate why an idea may not be great so I welcome all opinions and feedback.

    Recently I watched a reaction video about the caravan process and what that journey/experience/game loop is shaping up to look like and I couldn't help but form some opinions about how this might:

    1. Be amazing fantastic re-playable content offering a wealth of in game interactions
    2. Become a predictable gank-fest with caravans being wrecked the minute they step out of town and onto their trade route

    So I would love to drop something here that came to mind around how intrepid could look to balance this and drive an absolute immersive experience, I would love to know if this is something that is already being discussed but just in-case its not (Knowing the depth of thought that has gone into this game I feel like it probably has) so here goes:

    Firstly I want to say that the construction process and re-deployment stages of the caravan into different terrain types (Land, water etc...) looks absolutely amazing and cannot wait to play this game mechanic, However the reaction video and opinions that were talked through during that video really got me thinking about how this gameloop could be angled to really and truly create a dynamic and immersive experience forcing players to constantly think ahead and engage with the environment, For ease of read I will bullet point some suggestions then try to talk to them:

    1. Dynamic trade routes: By this I do not mean that there would be more than one route, I mean potentially allowing players to plan a trade route on a map before engaging in the caravan escort, giving the opportunity to plan the journey before deployment including choosing ahead of time the points at which the caravan will need to convert for various terrain changes as well as allowing the escort group to strategically use the world to their advantage like intentionally avoiding choke points or canyons where an ambush would be likely by a raiding party

    2. Rewards/Profit based on journey length & difficulty: Having the chance to increase the payout for completing a caravan escort based on the travel distance and the difficulty of the part of the world the caravan is traveling through could be such an engaging part of this process where certain trade routes may include world events and bosses where not only would players need to fend off potential raiding parties but having PVE content to contend with at varying difficulty levels depending on a variety of factors would add an amazing layer of content which would feed off/be influenced by the dynamic trade routes and pre-planning where say route A may have a higher reward but may be a less direct route and travel through some higher risk areas or require more stops/transitions as well as being a higher chance for PVE events and travel through tighter corridors or more terrain transitions giving raiding parties more opportunities for ambush and route B may be far easier to complete, stick to larger more open areas, be less profitable but also be less desirable for a raiding party to engage, obviously there would be a balance required and this would all be around risk vs reward.

    3. Raiding rewards vary based on the stage of the caravan journey: This one I felt would really encourage not only the escorts but the raiding parties to think deeply about how and when the decide to engage a caravan, If the amount of contents dropped by a caravan increased as the caravan travels further into the designated trade route as well as having this dynamically set by the escort party planning the route where there would be an overall value that would peak and trough at various points of the journey based on the routing chosen and various environmental factors it would keep this game loop incredibly dynamic where a raiding party may need to follow a caravan and observe from a distance until an indicator gets to a certain 'sweet spot' to engage for the highest raiding rewards, This could also potentially tie into the PVE content where the raiding party may have to also contend with PVE content as well as the escorting players to get the maximum rewards from the caravan raid, this would also aim to avoid having raiding parties sitting and waiting outside high volume trade cities to just jump on a caravan as it sets out which I feel if allowed would be such a shame and essentially collapse this mechanic, I acknowledge the will be a pvp system to punish 'ganking' behaviour which is great and would actually also play well into this as another layer of consideration.

    4. Dynamically available routing options based on node stages: finally all of this would tie so well into the changing world with node progression influencing the most desirable routes, village to village would be less profitable than city to city and certain types of nodes may offer higher rewards for trade routes to other certain node types which means players then would have a layer of planning node progression to align with the types of trade routes they want to establish or make available by progressing one node over another, also where these nodes are in the world and the routes between them could be influenced by a massive variety of factors keeping the caravan game loop an integral, dynamic, changing and immersive one where raiding parties would plan their ambush locations based on the terrain between high value nodes however the escorts would be able to constantly plan new routes if they found they were getting ambushed at a certain point they would be able to define the next route to avoid those danger zones which then would again feed into re-deploying the rest zones/transition points and sweet spots for highest loot for raiders keeping it truly dynamic and never feeling like a static game loop.

    5. Trading caravans supplying adjacent nodes with required materials to progress: Another thought that just popped into my head is tying the caravan gameloop into the progression of nodes, where to speed up node progression a certain node may required specific materials from other biomes or racially aligned nodes/cities giving players a massive incentive to engage in caravans to achieve wider goals aligned with a specific node being able to progress sooner if say enough stone was brought in from a mining zone to enable the construction of larger buildings etc.. this would also push players to consider which other adjacent or even wider nodes were being progressed in parallel to enable the availability of the resources they need to progress their own node in a desired direction the required resources potentially would vary depending on the racial weighting of a node meaning players would need to identify and work with other cities/citizens to secure trade routes and resource types that are relevant.

    Long time follower first time poster so please excuse the brain dump, I hope that some cool discussions can follow ^_^

    1- people can already do that by simply knowing the terrain and plan accordingly. are you suggesting this becomes a feature where you open the map and select the route, then the caravan goes on that route? or something like that? i don't want it to be a forced selection. consider that people might need to change paths during a caravan run to avoid certain dangers such as attackers, If they get a wind of of them.

    2- huh. i think the "npc event" caravans already do that. you still have to fight mobs and stuff in the way during regular pvp caravans and you probably don't wanna fight a boss during it.

    3- caravans drop what people put in them. are you saying that they should drop more stuff (ab7used by the players) or the defenders lose less , so they items that weren't dropped go into their pockets? why. the defenders already get massive rewards for success, while the attackers don't get immediately rewarded. why reduce the risk for the defenders but keep the rewards intact? you are also reducing the littlerewards for the attackers even more. people are basically gonna try to attack near the finish line and all the defenders gotta do is probs just ignore them and use the speed boost and win .-.
    consider that there will be decoy caravans too.

    4- look at 1

    5- I think this is already the plan.
  • well, if i have to scroll the page then is this even "a" thought?
    That's some Plato level of thought
    PvE means: A handful of coins and a bag of boredom.
  • AszkalonAszkalon Member, Alpha Two
    Balancing will be up to the Players, won't it ?

    One deciding Factor if Caravans get ganked the everliving Crap out of them, or if they are successful, is the Possibility how good the "Decoy-Play" will work.

    You can send empty Caravans onto their way, right ? Which look normal, Boxes Barrels and so on stacked inside, on top, etc.
    But some of them are empty.

    Maybe only one of them is "the golden Fish" that all Ambushers are trying to get.


    And lastly,
    Numbers. We all know what i mean with "Numbers", right ?


    If People don't even have the Assuredness and Confidence, to have ENOUGH competent Players guarding the Caravans concerned or at LEAST the one Caravan in which a great Haul might be stored inside,

    why would People send Caravans onto their way in the first Place ?
    Nobody will send out Caravans like " Oh here i am. Come an get my Loot for free " , right ?

    Right ?
    If one doesn't have the Confidence to be able to protect the own Loot in the first Place - why would one even want to stuff it all into a Caravan ?

    That being said,
    - Get your Friends,
    - MAKE some more Friends/Allies,

    and do Caravans only when You are confident you have a realistic Chance to protect it in Case someone wants to ambush them on the way.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • DripyulaDripyula Member
    edited June 15
    I feel most of the activity in Ashes will revolve around finding out, maybe with some kind of analytic program or spying in other guilds, when certain guils have most of their members online. :smile:
    And then players will wait for the times when the problematic, possibly opposing guilds & players are not online and THEN do their projects. :mrgreen:

    ° Caravans, raids, general questing, ressource gathering etc.


    Maybe I am just too old once again and all the magic and ambition has been snuffed out in me, destroyed by the ever disappointing and present stink of reallife.
    When I was a god on the battlefield in 2004/2005 in WoW, surely that was because I myself was the hot sh°° of course.
    But it was also because most of the normie Hordies on the other side were average people.
    Maybe with jobs, maybe with more reallife.
    While I could no-life. :smirk:


    The success of a person in an MMO always revolves around reallife factors which are invisible ingame.
    Pretty sure the most antisocial people with the most brittle reallife and the most disfunctional members of the labour-class society :lol: so to say, they will once more dominate with ease and nothing can be done about it...

    ... except to spy out these reallife factors. ^^
    Find out who the no-lifers are.
    Play when they can't play. Join them if you can.
    Cause you always join the side you cannot beat anyway.
    And if both of these options are not available, switch servers until you find less suffocating shores.

    Yo~ho~ a serverhopper is free, you are a serverhopper! ^^
    m3h60maohz8f.jpg
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