GDX wrote: » Is the caravan system even worth it?
GDX wrote: » I mean in real life you don’t have much space since you don’t own an inventory or if you could carry the whole thing you don’t have enough energy to transport such large quantity of goods by yourself. In the Games is the complete opposite you have much inventory space and you can walk the whole way alone without getting seen since a caravan is much larger and has to go through a a main road, the only thing that is worth mention is probably the time that could be faster all in all but if you have a mount the speed point is gone so I hope they make caravans a must to transport goods.
DarkTides wrote: » GDX wrote: » I mean in real life you don’t have much space since you don’t own an inventory or if you could carry the whole thing you don’t have enough energy to transport such large quantity of goods by yourself. In the Games is the complete opposite you have much inventory space and you can walk the whole way alone without getting seen since a caravan is much larger and has to go through a a main road, the only thing that is worth mention is probably the time that could be faster all in all but if you have a mount the speed point is gone so I hope they make caravans a must to transport goods. https://ashesofcreation.wiki/Inventory I was hoping that inventory was more restricted, incentivizing the use of caravans. Weight doesnt appear to be an issue, but rather quantity limit is... and for a personal caravan, if you want to carry more than the backpack limit, you use a caravan...in the image they have in that wiki, I saw a quantity of 699 of something and multiple 400 quantities of other items in a backpack. So I am skeptical of how many caravans we will be seeing for personal use.
Warth wrote: » DarkTides wrote: » GDX wrote: » I mean in real life you don’t have much space since you don’t own an inventory or if you could carry the whole thing you don’t have enough energy to transport such large quantity of goods by yourself. In the Games is the complete opposite you have much inventory space and you can walk the whole way alone without getting seen since a caravan is much larger and has to go through a a main road, the only thing that is worth mention is probably the time that could be faster all in all but if you have a mount the speed point is gone so I hope they make caravans a must to transport goods. https://ashesofcreation.wiki/Inventory I was hoping that inventory was more restricted, incentivizing the use of caravans. Weight doesnt appear to be an issue, but rather quantity limit is... and for a personal caravan, if you want to carry more than the backpack limit, you use a caravan...in the image they have in that wiki, I saw a quantity of 699 of something and multiple 400 quantities of other items in a backpack. So I am skeptical of how many caravans we will be seeing for personal use. I wouldn't rely too much on the stack size considering that this clearly been a very early iteration of the inventory. What i'm more concerned in regards to Personal Caravans is finding a good balance between Inventory Space and the need to utilize caravans for the delivery of goods.Having too small an inventory would just be a bad experience for gatherers as constantly moving between the nearest node and the resource spawns create an annoying experience. (Maybe Mules will be utilized for that exact purpose?) Having too big an inventory would just mean that personal caravans see little use. For example, who in their right mind is gonna farm up (100x inventories full of mithril ore) and delivery it for 1000 Mithril Helmets to be crafted eventually? Where is the sweetspot? (Obvioulsy there will be side materials. Lets just ignore them for now for the sake of simplicity). 1 Inventory Full of Ore eventually ends up sufficient Material for 1 Gearpiece. 1 Mule Full of Ore sufficient for 1 Gearset. 1 Caravan Full of Ore sufficient for 10 sets. Would this be appropriate?
DarkTides wrote: » I hear ya. I do favor a horrendously small inventory space, with a willingness to go the encumbered route, and since weight doesnt appear to be a thing, there goes that idea.
Neurath wrote: » DarkTides wrote: » I hear ya. I do favor a horrendously small inventory space, with a willingness to go the encumbered route, and since weight doesnt appear to be a thing, there goes that idea. I'm not convinced by a horrendously small inventory space. We've been told we might need to carry specific weapons, armour and tools. If the whole inventory is taken up by these items it will not be a good experience. There must be a balance. If you want to risk a full inventory of resources you could lose 25% as a non combatant. Incentives for pvp would be limited if we start getting decimal rewards rather than whole rewards. Eqaully, Mules will also turn players corrupted if they are killed. Caravans will be pvp/combatants battling it out. Each has a separate purpose and all the systems work together.
Schwann36 wrote: » For personal movement of goods a caravan will almost never be needed. Current wiki says mule is roughly 10x player inventory and caravan is roughly 10x mule inventory. With a caravan having the capacity of 100 players it's definitely worthwhile for players but only really if they're a guild or under the direction from a town mayor. At this scale of movement there are multiple benefits to using caravans such as hiring NPCs and the insurance mechanic which is now in development and will likely be fleshed out and balanced during alpha 2 (like I expect most of the caravan system will). Without these extra mechanics I can see the ~10 mule run happening but a mule will still likely flag a player as a target. I see a reflection of real life happening where many land caravans will travel to harbour nodes where naval caravans are then used. Naval caravans will then be a much different thing as it is no longer interchangeable with a simple footrace.
Warth wrote: » Mules turning people corrupted has never been mentioned by Intrepid. Don't make it sound like it was. In truth, we basically do not know anything about mules.
NiKr wrote: » Warth wrote: » Mules turning people corrupted has never been mentioned by Intrepid. Don't make it sound like it was. In truth, we basically do not know anything about mules. If Steven didn't copy this part of the system from L2 I'd be somewhat disappointed. Mainly because it brings the biggest abuse of the system and destroys any and all "risk vs reward" part of the encounter. Just getting flagged for getting a person's-worth of resources from killing a mule would give you all the reward with none of the risk. I see no way where killing mules doesn't give you corruption. But on the off chance it doesn't, I'm gonna be PKing every single mule in alpha2 just to show Intrepid that the system is beyond flawed.
Nerror wrote: » Warth wrote: » Mules turning people corrupted has never been mentioned by Intrepid. Don't make it sound like it was. In truth, we basically do not know anything about mules. I am 99.99% sure killing a mule/mount while the owner is a non-combatant (mount status follows player status) will cause corruption. It was mentioned in some interview or dev stream a long time ago, and I absolutely refuse to spend time digging it up.