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.
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.
Comments
What's a nation supposed to look like? I think this is critical to the core of Nodes and Caravans. How could they not put this in yet? Depending on how it was done a Nation would really tie these systems together. Right now it's just all...? pointless I guess. If we could get some good RvR or NvN fights I'd be all in. Damn I hope they do something about this...
As the systems are now I don't care about Nodes. They're just tedious crafting benches. But if the core missing element was added (Nations maybe) then Nodes would have more purpose? It's hard to say without knowing what his plan is.
What is really annoying is IF there are core systems still out of the game why are we play testing it? What is the actual value they get from it? What's the point of the grind? To balance the mobs, the amount of materials? Does any of that even matter yet, won't it change as more areas are built. Won't the dynamics of player interactions change as the world grows and as new systems and introduced?
Never built anything have you?
Putting the shingles on a roof before the foundation is done seems......odd.
it isn't pvp if its level 25 vs level 10. that shows the level 25 isn't good enough to hit their level caravans.
if they cant hit at their level, than their level should be reduced.
pvp still exists, just becomes equalized. makes the attackers risk worth debating over it for the level 25... right now, it's 100% attack low levels which isn't skillful or risky... so the transaction should not happen.
Verra is dangerous by design. So either gain levels & gear to be prepared for the fight, or find alternate ways to move material from node to node. I have never had a problem moving mats myself without a caravan.
Intrepid is not going to put the puzzle together for you.
I think the problem here is that you're expecting to be able to get the maximum returns for the lowest risk. If you want to run caravans to get the maximum returns, then there's going to be somebody else there to take it from you.
If you don't want the risk, then sell to the vendor. Nobody is forcing you to run caravans, which were always intended and announced as being no-Corruption PvP events.
If you're struggling as a Level 10 solo Caravanner, then take the hint. You're not ready for it yet. Level up, make some friends, join a guild. Then try again in bigger numbers.
The interaction absolutely should happen.
If you are careless enough to run an undefended caravan, you can lose it.
Even if you're level 25 in fully enchanted legendary gear, you'll still lose to a group. Open-world PvX is not designed for fair fights.
By getting into the caravan, you are consenting to PvP and putting a target on your back. That’s the risk you chose to take.
This is my personal feedback, shared to help the game thrive in its niche.
I understand where you're coming from, and even in Archeage there was a way to have safe caravans as the some zones could not go into war. I doubt will see that system though but it is understandable.
In Ashes, you are going to come up against people at the level cap. If you put yourself in a situation where they have nothing to lose by attacking you (which is what a caravan is), then expect them to attack you.
Since you know you should be coming up against level 25's if you are running caravans, level up to 25 before running them.
This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[1] – Steven Sharif
Steven said nodes do not belong to players. That those structures form in a way which is hard to figure out and influence.
The high level nodes will have more end game content (dungeons, crafting benches ...) and players might want to defend them because benefits them.
If a node is destroyed, people will lose materials stored there.
Can be that even if the game is balanced reasonably well, guilds will still attack and loot solo player's caravans, even if these solo players have the same citizenship. If soloers have no impact onto the balance of power, nobody will care about them.
I think this game is a social experiment. Steven hopes there is a golden cohort, a player category which wants a game like he described. But people will simply lose motivation to play the game and will not return when is finished. Especially if they lose things in a siege of a node they don't care for.
Nice snidy mc sniderson. You could have just answered what "nations" were supposed to be in Ashes... no need to be a prick about it...
I get that they are putting systems in as they're ready. Which is fine. But play testing incomplete systems is pointless, and I'm not grinding again to get to the any new systems. At least not until the play testing is more fun to me.
that's for the info!
Steven is placing too much trust in players. Having Caravan Nameplates and Loot Nameplates that show the player's guild, node, and religion will be good. So this might prevent some caravans from getting attacked by citizens of their node, ally nodes, same religion. But the risk is still basically zero for the attackers. I firmly believe there should be a faction style system that will make nodes hostel to players for attacking that nodes or vassals citizens. Guards only going hostel because a player is corrupt isn't going to be enough. You could have an enemy node's players in your node utilizing it, it's so weird.
The vassal system really seems to be the core of the balance of powers in the game. But as it's written there it's full of holes and ways to exploit it. The risk of to makers is too high, the risk to the takers is too low as it is currently. It does seem like a one sided risk vs reward system. If you're not part of a massive guild there is not viable way to defend a node, if there's no viable way to defend it then there's no reason to build it up.
I appears Steven only thinks from the massive group play. Will there be enough of them that stick around to make it successful? I doubt it. As the smaller guilds are cut off from content the players will start to leave, either for a large guild or for other games. As these smaller guilds dissolve there will be less content for the mega guilds. So the pvp content turns to the mega guild vs mega guild, but what will be their motivation to war? I'm making quite a few assumptions here because the lack of systems in the game to actually see how this will play out.
Don't understand what the first paragraph means, but ok.
This is precisely what a true alpha test is and means. Every time they said it is feature incomplete and new systems will be added as time goes forward and they are in a more complete state to be tested, what do you think they meant by this?
We haven't even seen all the archetypes yet or like 90% of the world.
So many things are not added.
Your question of if there are so core systems not in the game yet, what are we even testing.
The stuff that is there.
Won't the dynamics of player interactions change as the world grows and as new systems and introduced?
This is an accurate statement. Everything is in flux and will continue to change. Like when they fix the mob tagging so mobs don't just randomly attack who ever is near the training mobs onto people will change. Will it go away probably not but the dynamics will alter.
Steven will see player's reaction too.
I think it will come a moment when he will change some rules, hoping to retain or get more players.
This is a terrible response to anyone generating a talking point. Dont do this, be better.
I cannot do better.
If you play a game you don't like, it will hurt you.
But I also I don't mind telling us why you stopped playing.
A solo player doesn't constitute a caravan just because you have a cart, better team up with your citizens and guild members, after all this isn't a solo content
is that what you think I'm talking about?
this is why you won't get why you're selling mounts for less than you make them for.
you'll blame pve... but realistically. ganking low levels is FAAAAR from pvp. and that lack of money changing hands will be the downfall. it isn't me who makes the rules. they've been set and documented well before I was alive.
here's the thing. what if a level 13, had a group of 8 low levels having fun joking about a caravan. and 1 level 25 comes in and can easily wipe out everyone without even blinking an eye.
even if the low levels are geared. now the money the low levels would have spent in the market, is conesntrated into 1 person. who clearly has 100× he/she would have made from ganking.
now 8 -9 people have a sour taste in their mouth for the game, and 1 person single handedly stopped a lot of goods from exchanging hands.
then add the fact that if ya claim that's pvp... it isn't...
or if ya claim, that's your fault for not having strong enough group..... naw, that means less money will be exchanging hands.
if the level 25 wants to fight an average group of level 8s ... than that 25 should be dropped down to that average ....
as it isn't pvp or risk/reward. that transaction shouldn't happen. the level 25 should know better.
it's happened to my alt, I've seen it happen to several people around verra on different servers.. this isn't a one off. it is ganking ..... lol verra is difficult, ya when it's uneven. fight your own level, if you want pvp. (excluding server events)
the project is in development. Its not even a game yet, so there is nothing to change, but there are many things that can be adjusted. You say "gain lvls and gear, THEN caravan" what the heck is the point of trading if not to gain gold to buy gear or mats to make gear? You put the cart before the horse and act like the passers by are crazy for calling out the issue. Steven has said himself the end game is not the point, so WHY is the only argument ever "get to end game, then do this thing". It doesn't jive with the directors own words.
I don't see a problem in this, this is just content, the better bandit will win and the low leves who supposedly are organized will get stronger and dunk on that bandit later on
It's not the end of the world and having revenge in a game is super fun
People around here discussed many times if your level should be the absolute winner in PvP and most of the times people answered that more or less but there's should be some room for strategy or grouping, we will see what Intrepid delivers...
I'm on the side, that shouldn't happen. there's way to many drawbacks for ganking low levels. not enough upside.
only the weak punch down. which isn't pvp, it's ganking.
No, this isn't a catch-22. There are alternate ways of moving material, getting gear, and earning money outside of caravans. Caravans might be the most effective way of managing trading or earning money, but not the only way. Thus the bar for entry may be set higher because it's the most effective method.
Meaning - you have to have the skill / power / gear to be successful. If that translates to grinding a shit ton of materials and selling them locally to build an initial revenue stream while gaining levels with mobs or dungeons so that you can run a caravan and go toe to toe with level 25 bandits - then so be it.
If your arguing for caravans to be easier so 'casuals' can participate, then yes. If not , then not.
Try to make a profit w/player stalls, or yeah - you may have to sell your results for a loss to gain skill. It's called investment. When your skill is high enough to produce a mount that has higher demand and lower supply then go make some profit. Does this require caravans, no.
I'm not blaming anything - pve is great, but this is an ow pvx game. There are no pve only zones, so you have to fight other players sometimes to access the content you want or materials or gear. That's one of the core premises of Ashes. If you're getting killed as a level 10 running caravans because level 25s are attacking you, maybe you're not ready to run caravans.
Caravans - both running and attacking - are an economic activity first and foremost.
Intrepid can not make it so players do not gain economic advantage For attacking lower level caravans - for multiple reasons.
The first reason is that if a low level player runs a caravan, there is no guarantee that they don't have high level defenders.
Second, if there is less of a reward (or no reward) for attacking a lower level caravan, it means that the caravan meta is to run them at level 1.
Rather, the only viable thing is for Intrepid to add the system to the game and leave it up to players to realize that they want to be at the level cap before running a caravan.
Even back in P1 there was a dude who sold apprentice mounts for great money and had a huge customer base. And then the more caravans there are in the world - the more beasts of burden people will need, so even the rng part of husbandry is not as bad as it might seem (even though I do hate it).
Yeah, I can see why you are sayig, for sure it will be game breaking if a solo level 50 decides to solo kill all possible caravans... but still this is not a problem. There's the enemy of the state thing, who knows how this will be when Intrepid delivers it and there will be level 50s also farming defense rewards on caravans too. It could get really harsh somtimes, but still not the end of the world
The problem will happen when high level people only have interest in killing caravans and no interest in defending, the other problem will happen if the enemy of the state system is unfun and useless
Like why the fuck would you want to even do caravans if their is no excitement? That sounds so fucking boring. You gotta just run for an hour moving at a snails pace with a 0% chance of content. Like who would want to do that? That is so stupid lol.
AS A CASUAL, I don't really think that trying to make the caravans safer is at all good for the kind of content they are. They're made to be PVP content, and you have to make the choice to create them, or participate in them. I don't ever feel pressured to do them, but I know they are there if I want to engage with them, and that's great!
I just think that things might be somewhat stacked in the favor of attackers at the moment, so, some way to better make yourself known to allies who you aren't actively talking or in a group with to would be nice.