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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Is there a way to stop a guild from raiding Caravarns
The first thing that popped into my mind is what is there to do if there is a guild or multiple guilds just raiding all the caravans. Can single players even do anything against a guild, or is it neccesarry to join a guild yourself for protection?
Sorry if any of this sounds stupid or has been asnwered already.
Sorry if any of this sounds stupid or has been asnwered already.
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I don't know if the anti-griefing system even applies to caravans, but I truly believe it should, as multiple guilds could just camp the most populated roads or (worst case scenario) camp a bridge or path that is the only way of crossing a river or getting from A to B.
i cant be the only one.
Of course it is not mandatory to join for a guild for protection <del datetime="2017-04-14T22:15:30+00:00">dear paying customer</del> friend! Please, let me invite you into this <del datetime="2017-04-14T22:15:30+00:00">dark alley</del> nice tavern of ours to speak about the details of your protection!
Aside from the joke, caranvans can be looted, no matter what. two things you can do:
- Make sure, that the node you transport from, is a metropolis, so there will be a lot of NPC's popping to protect your stuff,
- Join, found, or hire a guild to do this job for you.
Sorry if any of this sounds stupid or has been asnwered already.
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Defend the caravane by yourself (you / your guild / your alliance of guilds) or don't use it because you can't do it safely.
on top of that, creating some kind of contract system, which gives you the possibility to reach out for marauding guilds, to pay a toll to be able to pass without being attacked, could be another way of handling such situations.
Caravans can be triggered at any time. Plus with no fast travel it will be very hard for a large guild to Zerg a caravan unless you are in that guilds node. Best bet is dont play alone make friends in many guilds and ask your friends to help protect the caravans.
This would have to be done as a game system that the guild needs to accept formally and makes the caravan un-attacable to them for the duration of the contract, either that single caravan or even pay weekly(seasonally) protection money to allow permanent access as long as you have paid your "upkeep".
Likewise with protecting caravans a system can be made that puts the merchants money in escrow and is paid upon sucessfully escorting a caravan to its destination. Adding caveats that stipulate if the caravan is attacked and you still deliver the caravan successfully you get a bonus to your payment.
1. You can hire NPC guards and hope that traveling players choose to defend the caravan for the bonus reward they get when it reaches it's final destination.
2. You can hire a protection guild (I'm assuming there will be some of them) for a fee. They will most likely set up times where multiple people requests transport to maximize their profit. This will be very time dependent.
3. You can join a for profit merchant guild. A merchant guild would most likely be the best option if you want to play mostly solo. They would probably require little communication outside of transportation route, time and wealth of cargo. They probably require a fee for joining them that has to continuously be paid.
4. You can join a proper guild with interest in your merchanting skills. They would protect your caravan. This could be free of charge as they would receive a reward upon the caravan reaching its destination. This will be the most reliable and low cost method of transportation.
To sum it all up. If you wish to play solo, you will have to pay to have your cargo securely transported. This will severely decrease the profit you will make. You can join a guild to receive a more reliable way of transportation for maximum profit. You can also pray to the gods that your cargo will not be intercepted and adventuring players choose to guard it. This will be the option with the most risk and unreliable.
This is a game where you are going to benefit from having friends. I can't wait to see the huge guild-run caravans. For those who played Archeage Alpha pre-cash shop, you may remember the giant armadas of trade ships going to Freedich and the massive amounts of PvP that generated.
That meant that doing a trade run had to be kept as secret as possible (which was nearly impossible), it made having security important, and it made people need to adapt. This I feel is a question best answered on a case to case basis. How does one stop a guild from raiding their caravan? TBD.
Honestly, the caravan system is one of the things that excite me the most about AoC.
So I imagine you would want to target caravans specificly going to "that" node, which probably means there is some guild feude going on which means you should have backup from others. Or the guilds that have set up their area in that node will want to protect caravans heading there, since losing them would mean that people will lose interest in coming to that node and wander off.
Seriously though, if everybody is a raider then would that mean that they'd need to split the rewards? Something could be done to disincentivize zerging a caravan. Having rewards scale out or in favor of the underdog side, whether that be the defenders or raiders, could help balance things out. I doubt an entire guild would want to camp a road if they would need to split a single shipment between 20 people.
Bring some friends and be prepared for PVP, in other words.
One thing I really don't like about the new wave of MMORPG's lately is that they all force everyone into PvP one way or another.
I don’t know if the anti-griefing system even applies to caravans, but I truly believe it should, as multiple guilds could just camp the most populated roads or (worst case scenario) camp a bridge or path that is the only way of crossing a river or getting from A to B.
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I agree with this. It should be part of the penalty to attack Caravans. Of course, the system can change overtime with feedback during actual play testing.
But in case a guild is constantly raiding one caravan route, then maybe you can go the long way around it with caravans? Or it will have an impact on so many people that at some point they will join forces and drive the raiding guild away. Or you just make a tradedeal with them... The amount of possibilities is what makes this system so cool.
Also: You could actually heavily damage another crafters/merchants position on the market by interrupting his caravans...which could allow for really interesting conflicts over ressources and goods...looking very much forward to it. :)
I honestly don't think a single player should be able to control a caravan run. It must be a team effort.
However i wouldnt mind also being a guild that for a fee we will make sure your caravan makes it to its destination or your money back.:p
For every "evil" guild there will be a good one.