Sathrago wrote: » Perhaps they can attach an extra incentive for using a caravan specifically over manual delivery. For instance, what if when you start a caravan you get extra items to deliver to nearby nodes? These would not go against the carrying capacity of your carriage, and you would get more of this item the more valuable your load is. This item would, upon delivery, grant you extra rep with both nodes. I probably wouldnt let bandits turn this in for reputation, and it would probably be an extra thing they could turn in at a black market for just a flat amount of coin per item or maybe it could tie into the bandit progression system. edit: Actually let me try to pretty this up. There is no "extra item" it would be that the more valuable the load of materials, the more reputation you gain with both the starting node and the targeted node. (value determined by quality of the item, rarity in conjunction with the node, and current saturation of the item being delivered to said node). I would add a difference in amount of rep gained something like 30/70 for the starting node and recieving node respectively. On the bandit side of things, if you take down a caravan your members can loot "Bloodied Reins" an item that grants bandit progression upon turning it in at the appropriate npc. This will grant progression proportional to the value of the caravan destroyed.
mcstackerson wrote: » I can't find the quote atm and this wasn't shown in the crafting livestream so maybe things have changed but i believe it was said that processed materials can only be transported via caravan, like commodities. It might not be that big of a deal at lower levels but since the max-level processing stations can only be put on freehold and max-level crafting stations in nodes, there would be times you need to move processed goods with a caravan to finish crafting something.
Artharion wrote: » Just make some items some consumables only be able to move with caravans. Maybe those that you need to upgrade your node, so the only way to upgrade you node is getting items through caravans, or maybe those that you need for crafting high tier weapons/armors/items. I don't know, but make it mandatory instead an option, because if it is an option, people will go for the safest route. No one would risk hours of gathering just to not make some extra trips.
tautau wrote: » @Dygz is right, backpacks and mules have insufficient carrying capacity. While I may be wrong, I am confident that many, probably most caravans will safely arrive at their destination. I believe this for several reasons: -snip-
Artharion wrote: » The risk/reward ratio will be tested in Alpha-2 for sure, and there, they will see how their systems truly are and make changes based on how people interact with the loot mechanics and PvP. However, from my experience, I believe it's very likely they will end up stipulating that some items can only be transported by caravans if they want caravans to be used. My experience playing games with full-loot or half-loot systems (like Ashes) is that people ultimately opt for the safest route to perform certain actions, specially those where you need to spend a lot of time like gathering. It sounds great to take your caravan on a journey to transport many resources, but when it gets destroyed and you see your hours of farming go to waste, many will choose the safe path. If a node spends hours farming resources, they might prefer to gather several players and transport the resources themselves, even if it means 2 trips or more, rather than risk using a caravan and becoming a "big piñata" where gankers will get no punishment since it is an Open-PvP Event. Moreover, mega-guilds will be able to have 50-100 players online to carry the items individually instead of using a caravan, so if they are attacked, they can disperse and save part of the loot. I know it needs to be tested, and I might be wrong, but if they want caravans to be used in the meta, I believe they will have to make that some items can only be transported by caravans.
NiKr wrote: » You are definitely correct right now. There's no real reason to run caravans. You can supposedly make money off of commodity transfers, but the risk is probably too high. And mats will supposedly be "too much for us to carry ourselves", but then there's a question of how often are we expected to to come to the node while farming resources. Cause if we can't carry 10 rocks on us, how are we supposed to farm rocks, just a few at a time? So far it seems that the only real caravans will be the mayor/taxes ones, but that's about it. Maaaybe mission-based one, cause I think those are a thing, but then it'd depend on the reward for said missions, cause I'd assume a fair bit of people would consider those a waste of time and would rather just do smth else.
Artharion wrote: » My experience playing games with full-loot or half-loot systems (like Ashes)
Depraved wrote: » are you gonna spend 5 hours going back and forth between nodes or are you gonna get your friends and do a guild caravan run and be done in 5 mins?
Artharion wrote: » The risk/reward ratio will be tested in Alpha-2 for sure.
Dygz wrote: » mcstackerson wrote: » I can't find the quote atm and this wasn't shown in the crafting livestream so maybe things have changed but i believe it was said that processed materials can only be transported via caravan, like commodities. It might not be that big of a deal at lower levels but since the max-level processing stations can only be put on freehold and max-level crafting stations in nodes, there would be times you need to move processed goods with a caravan to finish crafting something. Ruby is not a processed material. Processed materials pretty much have to be able to be transported by Backpack. And if they can be transported by Backpack, they can also be transported by Mule. Maybe we need an example of what you consider to be a processed material.