Dolyem wrote: » Just stopping in to say risking dying more often even at reduced penalties still equates to greater risk if the chances of you dying multiple times are greater than in the area where you'd receive higher penalties though less likelihood of being killed by other players, in other words less dying, less risk.
Dygz wrote: » It’s reduced risk. Players will be willing to die twice as often in the Open Seas because the death penalties are half what they would be on land. And there’s no corpse runs.
Fohlenbraten wrote: » Even as a PVP Player i dont want to have PVP Zones for World Bosses - there are allready enought possibilities for PVP in ashes - the game also needs PVE oriented players to survive ... the hardcore PVP players are not enought to fund a game and i see no reason why we cant be happy in ashes together - pve players try a litte pvp from time to time and PVP players will need to do PVE to achieve goals too.
Sapiverenus wrote: » What game/ MMO has FFA PvP. Doesn't Sea of Thieves have FFA PvP?
Strevi wrote: » The trip from a continent to the other is longer. Caravans need scouts to know if the path is clear and take evasive maneuvers. Before the change, scouts would stay green. Now scouts will be eliminated. Without scouts, it is higher risk to run into pirates.
Dygz wrote: » Caravans have no death penalties and was already opt-in PvP.
Dygz wrote: » Strevi wrote: » The trip from a continent to the other is longer. Caravans need scouts to know if the path is clear and take evasive maneuvers. Before the change, scouts would stay green. Now scouts will be eliminated. Without scouts, it is higher risk to run into pirates. Caravans have no death penalties and was already opt-in PvP. Naval Caravans are the exact same risk as Land Caravans. Which is whatever cargo the Caravan is carrying. Eliminating scouts is a meaningless assumption at this point.
Dygz wrote: » Sooo.... your claim is that gear degradation is increased in the Open Seas? And compensates for the lack of the other death penalties? As opposed to Caravans on Land?
Sapiverenus wrote: » Volgaris wrote: » Lets just not have corruption. FFA PVP! Find your side! Bend the knee! Pay tribute to live and play the game! It's been sooo successful with every other game that's done it! Trust no one! Paranoia is true when they are really after you! What game/ MMO has FFA PvP. Doesn't Sea of Thieves have FFA PvP?
Volgaris wrote: » Lets just not have corruption. FFA PVP! Find your side! Bend the knee! Pay tribute to live and play the game! It's been sooo successful with every other game that's done it! Trust no one! Paranoia is true when they are really after you!
CROW3 wrote: » Mortal Online II has probably the most open PVP system for an MMO. It's basically a modernization of the old UO open pvp full-loot system.
WHIT3ROS3 wrote: » EvE Albion Online Mortal Online 2 (a great example of why you shouldn't listen to the hardcore PvP crowd, they destroyed that game)
Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much.
So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that.
Strevi wrote: » Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node
Noaani wrote: » Strevi wrote: » Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node This is untrue. The most common form of caravan will be a personal caravan being used to transport materials.
Dygz wrote: » Caravans are mostly for Node progression; not individuals Crafting a Sword. Someone striving to be Mayor of an Economic Node might be doing quests with enough bulk orders to drive a Caravan.
Strevi wrote: » Where we were trying to find out how many caravans will run between nodes and how much players will gather to fill them.