Sathrago wrote: » Read it. The only one that will have regular premades will be personal caravans. Even then they will still have many groups spontaneously created when people encounter and choose which side they want to join. This is why the calling of the caravan needs to be this way. You are trying to get rid of a mechanic that allows both premade and pug groups to smoothly interact with the caravan system. If you have any ideas that dont leave pugs completely dead in the water when it comes to engaging with the caravans, then please by all means share.
Sengarden wrote: » Let's be realistic, reputation only controls people's actions to a certain extent, and when you're all randoms from potentially all over this huge server with thousands of players online at any given time, who's going to really care whether Jon and Jane Doe ninja'd all the crates off the ground during that one random caravan raid the other day while five other randoms were arguing in chat over who should call their caravan to pick everything up?
Kilion wrote: » Sengarden wrote: » Let's be realistic, reputation only controls people's actions to a certain extent, and when you're all randoms from potentially all over this huge server with thousands of players online at any given time, who's going to really care whether Jon and Jane Doe ninja'd all the crates off the ground during that one random caravan raid the other day while five other randoms were arguing in chat over who should call their caravan to pick everything up? I think it will matter more than people think atm. Sure, there are up to 10k people online on 1 server. But what matters more is how many are active in your region and with Verra being so huge and no fast travel, I think there is a real case to be made here that ruining your reputation in an area might have greater impact than you think. Also if someone ninjas crates from a raid, the main force who started the raid can kick them out of the group and kill the betrayer right there on the spot. Additionally there are social consequences which I think are not to be underestimated. A group/guild that stands for upholding ones end of a bargain could (and maybe should) use the block/ignore function to isolate that person from further interacting with them. Which is why I in the past have been adocating for strong block/ignore functions. The primary one being: If player A is on the block list of player B, they no longer see each others messages but also can no longer trade. Wares offered in auction houses by these people will not be visible, gear, mounts, consumable that have the "crafter tag" of such an ignored player will also no be available. At most they can loot stuff from each other within the regular rule set of the game. That way, psychotic behavior can be answered with signifcant long term consequences. And if someone overuses his block list, they just end up isolating themselves.
Dygz wrote: » Technically, it's not fast travel. It's just summoning a form of transport. And if we're comparing that to summoning a Mount - it takes considerably longer to summon a Caravan than it does to summon a Mount.
Arya_Yeshe wrote: » I think you are mistaken in your interpretation of what happened... the caravan was summoned because it was built and ready in the caravaneer, and this happened within a specific area
Dygz wrote: » Perhaps you think summoning a Mount should be a casted ability that you can't move while doing. As far as I remember, it is. It just takes about 3-5 seconds to cast and mount. It's highly unlikely that a Mount will be part of "bag space". Mounts can remain in the world and stay put. Yes. Highly unlikely that Mounts will wander away and become lost to their owners. Your preferred design for this game simply doesn't match the actual design for the game. Which should encourage you to do what Steven is doing - become a Creative Director and design a game that you would enjoy playing.
Knotti wrote: » Dygz wrote: » Perhaps you think summoning a Mount should be a casted ability that you can't move while doing. As far as I remember, it is. It just takes about 3-5 seconds to cast and mount. It's highly unlikely that a Mount will be part of "bag space". Mounts can remain in the world and stay put. Yes. Highly unlikely that Mounts will wander away and become lost to their owners. Your preferred design for this game simply doesn't match the actual design for the game. Which should encourage you to do what Steven is doing - become a Creative Director and design a game that you would enjoy playing. I'm putting forth ideas that I think could benefit the game. If you don't like them don't bother with petty comments.
Sengarden wrote: » Alternatively, they could bring along a few hand-carts that can hold up to a few crates each, but move a little bit slower for each crate they're holding, or some beasts of burden that can carry crates over their backs like panniers.
Sengarden wrote: » As for this specific point, mounts are one of those things that are just so iconic and necessary in a large MMO, that to have them be anything more than a specific little whistle in your bag is fairly unrealistic. That sounds like an inconvenience that doesn’t inspire any creative problem solving. It’s just frustrating. It would drastically impact player count if bringing a mount with you made you manage your inventory differently. And forget about losing a mount because it wandered off or got captured by another player. That’s some “drop everything on death” hardcore survival game stuff. One thing that I think should be different from other MMOs is that if your mount is killed, rather than simply de-summoned, it should take a few minutes for it to be summonable again. That’s enough risk v reward for riding into battle mounted, I think. You risk not being able to make a quick getaway for five minutes or so.
Knotti wrote: » I'm putting forth ideas that I think could benefit the game. If you don't like them don't bother with petty comments.
Knotti wrote: » If you summon your mount it would leave your bags and be in the game world freeing space and potentially adding a second inventory for you. If it is killed while holding crates or other goods in it's saddle bags does the loot drop on the ground? if so you would just have to wait a few minutes and pick it back up. Your mount if killed it should at least be respawned in the node that it was created in. This also opens up a play style for those that enjoy travelling to go around hauling goods for people that choose to use their services, and appeals to the risk vs reward.
Sengarden wrote: » Having trained a few of your favorite mounts to each respond to a specific whistle and have them fade into the game world while running up from several meters away, or carrying an entire horse in your backpack? Concessions for playability have to be made somewhere.
Sengarden wrote: » As for your reply to my suggestion for alternate stolen-crate-pickup methods, yes, if you are a marauder and you sling a couple crates over your donkey's back instead of having your buddy ride a caravan over or bringing one with you, and the original defenders hunt you back down, killing your donkey, then the crates just hit the ground again. I'm assuming if that happened, you would be dead as well. However, if you did survive the fight and they killed your donkey, then yeah, you'd be unable to call for it again for five minutes or so until it respawned and was able to be called again, leaving you more vulnerable to the second attempt at reclaiming the goods. If you had a handcart and they busted that, you'd be totally out out luck until you returned to a place with the tools to make a new one. Hence, why it's better to do this stuff in teams.
Knotti wrote: » What would be the immersion of animal husbandry if your mount is indestructible and stackable? This skill is supposed to be economical. What if everyone in the world has 10 indestructible mounts? At the very least your mount should be put on a longer timer if killed. If you don't want to take up space in your backpack carrying your mount try riding it or putting it on follow.
Knotti wrote: » If you don't want to take up space in your backpack carrying your mount try riding it or putting it on follow.
Knotti wrote: » Your buddies wouldn't have to bring a caravan over with my suggested play-style, they would just have to have a mount (which would be considered a small storage caravan) with the appropriate storage capacity.
Knotti wrote: » Yes the caravan magically flew through the air in a particle form and appeared on the designated spot. Similar to a summon, which is fast travel. I'm arguing that caravans should be created not summoned.
Sengarden wrote: » Sometimes I don't want my mount out next to me. Sometimes I want to ride to a dungeon, but there are also 50+ other people in the dungeon. Am I going to see a gargantuan, sprawling menagerie of tied up beasts chilling outside of every dungeon entrance when I leave mine there to wait? Seems a little strange. This is a game. It's a video game. Not everything needs to be realistic, it just has to be immersive enough to continue your suspension of disbelief.
Knotti wrote: » Sengarden wrote: » Sometimes I don't want my mount out next to me. Sometimes I want to ride to a dungeon, but there are also 50+ other people in the dungeon. Am I going to see a gargantuan, sprawling menagerie of tied up beasts chilling outside of every dungeon entrance when I leave mine there to wait? Seems a little strange. This is a game. It's a video game. Not everything needs to be realistic, it just has to be immersive enough to continue your suspension of disbelief. A flat decked raid wagon would be appropriate, and the potential hauler that's moving this raid could make some coin for their time and choices of skills. If everyone rode their mounts to the dungeon and they all got killed that would have a massive economic effect potentially increasing the price of mounts for a time. If the raid doesn't have a hauler, rather just a designated driver, they could park it outside at risk. The raid wagon does not need to have storage for crates because crates won't be made inside a dungeon but could potentially have storage on them if so chosen. The wagon could also be deconstructed and held by players along with the mounts pulling it. I'm not necessarily trying to be fully realistic but rather trying to give economic value to risk vs reward and time/skills chosen. Perhaps mounts should also have a "go home" option, though that would have risk. People with animal husbandry could also have the ability to tame mounts out in the wild and trade to people. These mounts perhaps aren't fully trained depending on time/skills and could go wild at any time.