Otr wrote: » The caravan would act as the inventory of creatures in Ark Survival, increasing decay timer. Processing is normally done in freeholds not in the node, because only freeholds can have the best processing stations. Gatherers are not special, any player can progress as a gatherer too.
Voxtrium wrote: » Credit to [Amnesty] Chialde for putting this idea up in discord. "When a raid defeats a Raid or world boss, they collect the boss loot. Afterwards their gatherers are able to extract resources from both the boss itself (Chopping the boss into pieces) and materials found across the boss arena (These only spawn once the boss has been defeated) . The resources gathered from the bosses remains are too large for players to transport back to town via their inventory. however they can be placed into large crates, making a guild wishing to fully benefit from the boss bring a caravan for material transportation. Once back at town players can use refining station to extract additional resources from the boss (if the boss was red dragon players could extract extra scales/meat/alchemy agent etc), these are not unique materials, they are the same materials the boss dropped, just in larger quantity. Once a boss has been defeated they drop a trophy (head/claw/eyeball) This trophy has a rapid decay timer (3-5 mins). unless it is placed on a caravan this caravan drastically increases the duration that a trophy lasts (Caravan quality dictates trophy duration). Players can then escort this caravan back into town, where it can be placed upon a trophy pole granting all players within the node a unique boss buff for a duration, and citizens of the node receive an additional buff called Town pride (increase to health/mana/exp but only while within nodes region). If the boss that is defeated is a world boss then the buff applies to all players within the nodes zone of influence (as well as the Town pride buff). " The primary idea being that as we saw with Firebrand for example - dropping full items or dropping just mats is a pretty tame way to include the crafters in the process. This gives gatherers quite a significant level of integration in a raid even if they are not part of the raid itself while not being particularly crazy in the scope creep department. This would effectively change a raid from focusing on just killing the boss and collecting its drops and crafting-> to killing the boss, gathering its and nearby mats, transporting via caravan then processing them and finally crafting them. The system sounds very immersive while still sticking to the core design philosophy of IS. Thoughts? Counter ideas? I think in particular the first part of the idea about the boss mats has tons of value.
Voxtrium wrote: » Credit to [Amnesty] Chialde for putting this idea up in discord. "When a raid defeats a Raid or world boss, they collect the boss loot. Afterwards their gatherers are able to extract resources from both the boss itself (Chopping the boss into pieces) and materials found across the boss arena (These only spawn once the boss has been defeated) . The resources gathered from the bosses remains are too large for players to transport back to town via their inventory. however they can be placed into large crates, making a guild wishing to fully benefit from the boss bring a caravan for material transportation. Once back at town players can use refining station to extract additional resources from the boss (if the boss was red dragon players could extract extra scales/meat/alchemy agent etc), these are not unique materials, they are the same materials the boss dropped, just in larger quantity.
Caeryl wrote: » ... , but caravans can only launch from a town .
Lodrig wrote: » A good concept as your effectivly chaining together yet more consequencies of the event. Note that you should be including all types of Gatherables and thus proffessions and they could be dispersed over time. Chopping up the Dragon directly could be the work of Hunters immediatly following its death. After the body rots the Dragons bones remain and need to be mined the next day. Exotic Herbs grow from the ground the dragons blood has watered in subsequent days, etc. Basically the kill spot could be pushing out distinct waves of resources over time each bringing different gatherers.
Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature.
Taerrik wrote: » Regarding some crafted stuff with the boss loot. There was a old game about 20 years ago I don't know if anyone still remembers because its launch was so horrible. Age of Conan. One of the most sought after swords in the game was something that you got from one of the Raid bosses. However you didn't just kill the boss and collect loot and boom you have the sword. No, you had to have a crafter leveled of the right kind. You had to have THAT crafter get the recipe from another boss somewhere else. You had to have THAT crafter get the ingredients from another separate boss elsewhere for that craft. And then the best part, during the the boss fight, there was a specific mechanic happening where the boss was channeling magic against the raid. It was a tricky thing to do but you could utilize things in the room to use that boss mechanic to power up and activate a magical crafting station. And that was the only time and place you could craft that item, and it was not a simple matter to do so either. Have someone standing still in the middle of a rage inducing raid fight, other people working to activate and keep active the crafting station, and the craftsman hastily trying to complete the craft. It was kind of cool.
Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are
Caeryl wrote: » Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are Their current design plan is to only let it launch from a specific building in a node and I haven't heard any rumors to the contrary, so any decayable trophy loot would have to be lugged back manually by an induvial before the expiration.
Chialde wrote: » Caeryl wrote: » Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are Their current design plan is to only let it launch from a specific building in a node and I haven't heard any rumors to the contrary, so any decayable trophy loot would have to be lugged back manually by an induvial before the expiration. When you destroy a caravan, you can create a new one right there to take all the loot, we saw as much during the pvp caravan stream Not sure if it was locked to only after destroying a caravan, but they did wait like 5 minutes for the caravan to arrive
Caeryl wrote: » Chialde wrote: » Caeryl wrote: » Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are Their current design plan is to only let it launch from a specific building in a node and I haven't heard any rumors to the contrary, so any decayable trophy loot would have to be lugged back manually by an induvial before the expiration. When you destroy a caravan, you can create a new one right there to take all the loot, we saw as much during the pvp caravan stream Not sure if it was locked to only after destroying a caravan, but they did wait like 5 minutes for the caravan to arrive That's not creating it right there though, you're calling it up from the nearest town where you've already set one up, hence that wait time based on distance from the node. So while a rapid decay sounds interesting, it wouldn't work out due to caravans not arriving/spawning quickly at the dungeon area (which I wouldn't want them to, to be clear. Wouldn't be good for the spying/plotting systems they want when it could be done on a whim). I'm also pretty sure it'll just be for successful Caravan attacks, since as far as I could tell the cargo was loaded up before the original Caravan actually launched from town. I'd much rather a generous timer (15 minutes or so) and it require a manual trek back to the node the player wants to buff up, at risk of dropping on death.
Chialde wrote: » Caeryl wrote: » Chialde wrote: » Caeryl wrote: » Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are Their current design plan is to only let it launch from a specific building in a node and I haven't heard any rumors to the contrary, so any decayable trophy loot would have to be lugged back manually by an induvial before the expiration. When you destroy a caravan, you can create a new one right there to take all the loot, we saw as much during the pvp caravan stream Not sure if it was locked to only after destroying a caravan, but they did wait like 5 minutes for the caravan to arrive That's not creating it right there though, you're calling it up from the nearest town where you've already set one up, hence that wait time based on distance from the node. So while a rapid decay sounds interesting, it wouldn't work out due to caravans not arriving/spawning quickly at the dungeon area (which I wouldn't want them to, to be clear. Wouldn't be good for the spying/plotting systems they want when it could be done on a whim). I'm also pretty sure it'll just be for successful Caravan attacks, since as far as I could tell the cargo was loaded up before the original Caravan actually launched from town. I'd much rather a generous timer (15 minutes or so) and it require a manual trek back to the node the player wants to buff up, at risk of dropping on death. The decay timers were just a idea, it would obviously need balancing There wasn’t any indication on wether the new caravan to collect from the looted one, and the crates were on the ground until the new caravan finished setting up
Caeryl wrote: » Chialde wrote: » Caeryl wrote: » Chialde wrote: » Caeryl wrote: » Voxtrium wrote: » Caeryl wrote: » Very much in favor of gatherer systems over the tiny amount of gear loot from World Bosses, but caravans can only launch from a town so it’d have to be some other system if there’s gonna be a decay feature. I believe caravans can be launched from anywhere it just takes more time to launch the further from a node u are Their current design plan is to only let it launch from a specific building in a node and I haven't heard any rumors to the contrary, so any decayable trophy loot would have to be lugged back manually by an induvial before the expiration. When you destroy a caravan, you can create a new one right there to take all the loot, we saw as much during the pvp caravan stream Not sure if it was locked to only after destroying a caravan, but they did wait like 5 minutes for the caravan to arrive That's not creating it right there though, you're calling it up from the nearest town where you've already set one up, hence that wait time based on distance from the node. So while a rapid decay sounds interesting, it wouldn't work out due to caravans not arriving/spawning quickly at the dungeon area (which I wouldn't want them to, to be clear. Wouldn't be good for the spying/plotting systems they want when it could be done on a whim). I'm also pretty sure it'll just be for successful Caravan attacks, since as far as I could tell the cargo was loaded up before the original Caravan actually launched from town. I'd much rather a generous timer (15 minutes or so) and it require a manual trek back to the node the player wants to buff up, at risk of dropping on death. The decay timers were just a idea, it would obviously need balancing There wasn’t any indication on wether the new caravan to collect from the looted one, and the crates were on the ground until the new caravan finished setting up I based it more on the first caravan video where we saw the caravan being loaded up before the team went out of town to call to it to launch from the town, and I can’t remember if there was any UI system brought up for placing the cargo of a defeated caravan into that empty one they called from town.