Volgaris wrote: » Otr wrote: » I wait to see the mayoral caravans and weekly castle caravans. And vassal networks binding nodes together to prevent sieges. Players are supposed to go and attack caravans from other nations, to weaken them. All that is missing. Also Steven has to make people really care for their nodes, more than for the guilds living in them. What's a nation supposed to look like? I think this is critical to the core of Nodes and Caravans. How could they not put this in yet? Depending on how it was done a Nation would really tie these systems together. Right now it's just all...? pointless I guess. If we could get some good RvR or NvN fights I'd be all in. Damn I hope they do something about this... As the systems are now I don't care about Nodes. They're just tedious crafting benches. But if the core missing element was added (Nations maybe) then Nodes would have more purpose? It's hard to say without knowing what his plan is. What is really annoying is IF there are core systems still out of the game why are we play testing it? What is the actual value they get from it? What's the point of the grind? To balance the mobs, the amount of materials? Does any of that even matter yet, won't it change as more areas are built. Won't the dynamics of player interactions change as the world grows and as new systems and introduced?
Otr wrote: » I wait to see the mayoral caravans and weekly castle caravans. And vassal networks binding nodes together to prevent sieges. Players are supposed to go and attack caravans from other nations, to weaken them. All that is missing. Also Steven has to make people really care for their nodes, more than for the guilds living in them.
bloodprophet wrote: » Volgaris wrote: » Otr wrote: » I wait to see the mayoral caravans and weekly castle caravans. And vassal networks binding nodes together to prevent sieges. Players are supposed to go and attack caravans from other nations, to weaken them. All that is missing. Also Steven has to make people really care for their nodes, more than for the guilds living in them. What's a nation supposed to look like? I think this is critical to the core of Nodes and Caravans. How could they not put this in yet? Depending on how it was done a Nation would really tie these systems together. Right now it's just all...? pointless I guess. If we could get some good RvR or NvN fights I'd be all in. Damn I hope they do something about this... As the systems are now I don't care about Nodes. They're just tedious crafting benches. But if the core missing element was added (Nations maybe) then Nodes would have more purpose? It's hard to say without knowing what his plan is. What is really annoying is IF there are core systems still out of the game why are we play testing it? What is the actual value they get from it? What's the point of the grind? To balance the mobs, the amount of materials? Does any of that even matter yet, won't it change as more areas are built. Won't the dynamics of player interactions change as the world grows and as new systems and introduced? Never built anything have you? Putting the shingles on a roof before the foundation is done seems......odd.
Otr wrote: » Volgaris wrote: » Otr wrote: » I wait to see the mayoral caravans and weekly castle caravans. And vassal networks binding nodes together to prevent sieges. Players are supposed to go and attack caravans from other nations, to weaken them. All that is missing. Also Steven has to make people really care for their nodes, more than for the guilds living in them. What's a nation supposed to look like? I think this is critical to the core of Nodes and Caravans. How could they not put this in yet? Depending on how it was done a Nation would really tie these systems together. Right now it's just all...? pointless I guess. If we could get some good RvR or NvN fights I'd be all in. Damn I hope they do something about this... As the systems are now I don't care about Nodes. They're just tedious crafting benches. But if the core missing element was added (Nations maybe) then Nodes would have more purpose? It's hard to say without knowing what his plan is. What is really annoying is IF there are core systems still out of the game why are we play testing it? What is the actual value they get from it? What's the point of the grind? To balance the mobs, the amount of materials? Does any of that even matter yet, won't it change as more areas are built. Won't the dynamics of player interactions change as the world grows and as new systems and introduced? This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[1] – Steven Sharif Steven said nodes do not belong to players. That those structures form in a way which is hard to figure out and influence. The high level nodes will have more end game content (dungeons, crafting benches ...) and players might want to defend them because benefits them. If a node is destroyed, people will lose materials stored there. Can be that even if the game is balanced reasonably well, guilds will still attack and loot solo player's caravans, even if these solo players have the same citizenship. If soloers have no impact onto the balance of power, nobody will care about them. I think this game is a social experiment. Steven hopes there is a golden cohort, a player category which wants a game like he described. But people will simply lose motivation to play the game and will not return when is finished. Especially if they lose things in a siege of a node they don't care for.
Volgaris wrote: » bloodprophet wrote: » Volgaris wrote: » Otr wrote: » I wait to see the mayoral caravans and weekly castle caravans. And vassal networks binding nodes together to prevent sieges. Players are supposed to go and attack caravans from other nations, to weaken them. All that is missing. Also Steven has to make people really care for their nodes, more than for the guilds living in them. What's a nation supposed to look like? I think this is critical to the core of Nodes and Caravans. How could they not put this in yet? Depending on how it was done a Nation would really tie these systems together. Right now it's just all...? pointless I guess. If we could get some good RvR or NvN fights I'd be all in. Damn I hope they do something about this... As the systems are now I don't care about Nodes. They're just tedious crafting benches. But if the core missing element was added (Nations maybe) then Nodes would have more purpose? It's hard to say without knowing what his plan is. What is really annoying is IF there are core systems still out of the game why are we play testing it? What is the actual value they get from it? What's the point of the grind? To balance the mobs, the amount of materials? Does any of that even matter yet, won't it change as more areas are built. Won't the dynamics of player interactions change as the world grows and as new systems and introduced? Never built anything have you? Putting the shingles on a roof before the foundation is done seems......odd. Nice snidy mc sniderson. You could have just answered what "nations" were supposed to be in Ashes... no need to be a prick about it... I get that they are putting systems in as they're ready. Which is fine. But play testing incomplete systems is pointless, and I'm not grinding again to get to the any new systems. At least not until the play testing is more fun to me.
Volgaris wrote: » I appears Steven only thinks from the massive group play. Will there be enough of them that stick around to make it successful? I doubt it. As the smaller guilds are cut off from content the players will start to leave, either for a large guild or for other games. As these smaller guilds dissolve there will be less content for the mega guilds. So the pvp content turns to the mega guild vs mega guild, but what will be their motivation to war? I'm making quite a few assumptions here because the lack of systems in the game to actually see how this will play out.
Otr wrote: » Gyn wrote: » But right now, the only low risk option is straight selling your glint to a vendor. It just feels like doodoo to go grind monsters, to just sell your gains to a vendor like grey trash in WoW. Let's see what happens as the game gets more features. Steven has a dream. And he hopes many players will play his game. But you don't have to play it if you don't like it.
Gyn wrote: » But right now, the only low risk option is straight selling your glint to a vendor. It just feels like doodoo to go grind monsters, to just sell your gains to a vendor like grey trash in WoW.
Gyn wrote: » Otr wrote: » Gyn wrote: » But right now, the only low risk option is straight selling your glint to a vendor. It just feels like doodoo to go grind monsters, to just sell your gains to a vendor like grey trash in WoW. Let's see what happens as the game gets more features. Steven has a dream. And he hopes many players will play his game. But you don't have to play it if you don't like it. This is a terrible response to anyone generating a talking point. Dont do this, be better.
CROW3 wrote: » Why is the answer always "The game needs to adjust for me" instead of "I need to figure out how to be more effective in this situation"? Verra is dangerous by design. So either gain levels & gear to be prepared for the fight, or find alternate ways to move material from node to node. I have never had a problem moving mats myself without a caravan. Intrepid is not going to put the puzzle together for you.
Arya_Yeshe wrote: » Running perfectly safe caravans is just a chore, why even do it? A solo player doesn't constitute a caravan just because you have a cart, better team up with your citizens and guild members, after all this isn't a solo content
eyawn wrote: » Arya_Yeshe wrote: » Running perfectly safe caravans is just a chore, why even do it? A solo player doesn't constitute a caravan just because you have a cart, better team up with your citizens and guild members, after all this isn't a solo content here's the thing. what if a level 13, had a group of 8 low levels having fun joking about a caravan. and 1 level 25 comes in and can easily wipe out everyone without even blinking an eye. even if the low levels are geared. now the money the low levels would have spent in the market, is conesntrated into 1 person. who clearly has 100× he/she would have made from ganking. now 8 -9 people have a sour taste in their mouth for the game, and 1 person single handedly stopped a lot of goods from exchanging hands. then add the fact that if ya claim that's pvp... it isn't... or if ya claim, that's your fault for not having strong enough group..... naw, that means less money will be exchanging hands. if the level 25 wants to fight an average group of level 8s ... than that 25 should be dropped down to that average .... as it isn't pvp or risk/reward. that transaction shouldn't happen. the level 25 should know better. it's happened to my alt, I've seen it happen to several people around verra on different servers.. this isn't a one off. it is ganking ..... lol verra is difficult, ya when it's uneven. fight your own level, if you want pvp. (excluding server events)
Arya_Yeshe wrote: » eyawn wrote: » Arya_Yeshe wrote: » Running perfectly safe caravans is just a chore, why even do it? A solo player doesn't constitute a caravan just because you have a cart, better team up with your citizens and guild members, after all this isn't a solo content here's the thing. what if a level 13, had a group of 8 low levels having fun joking about a caravan. and 1 level 25 comes in and can easily wipe out everyone without even blinking an eye. even if the low levels are geared. now the money the low levels would have spent in the market, is conesntrated into 1 person. who clearly has 100× he/she would have made from ganking. now 8 -9 people have a sour taste in their mouth for the game, and 1 person single handedly stopped a lot of goods from exchanging hands. then add the fact that if ya claim that's pvp... it isn't... or if ya claim, that's your fault for not having strong enough group..... naw, that means less money will be exchanging hands. if the level 25 wants to fight an average group of level 8s ... than that 25 should be dropped down to that average .... as it isn't pvp or risk/reward. that transaction shouldn't happen. the level 25 should know better. it's happened to my alt, I've seen it happen to several people around verra on different servers.. this isn't a one off. it is ganking ..... lol verra is difficult, ya when it's uneven. fight your own level, if you want pvp. (excluding server events) I don't see a problem in this, this is just content, the better bandit will win and the low leves who supposedly are organized will get stronger and dunk on that bandit later on It's not the end of the world and having revenge in a game is super fun People around here discussed many times if your level should be the absolute winner in PvP and most of the times people answered that more or less but there's should be some room for strategy or grouping, we will see what Intrepid delivers...
Gyn wrote: » CROW3 wrote: » Why is the answer always "The game needs to adjust for me" instead of "I need to figure out how to be more effective in this situation"? Verra is dangerous by design. So either gain levels & gear to be prepared for the fight, or find alternate ways to move material from node to node. I have never had a problem moving mats myself without a caravan. Intrepid is not going to put the puzzle together for you. the project is in development. Its not even a game yet, so there is nothing to change, but there are many things that can be adjusted. You say "gain lvls and gear, THEN caravan" what the heck is the point of trading if not to gain gold to buy gear or mats to make gear? You put the cart before the horse and act like the passers by are crazy for calling out the issue. Steven has said himself the end game is not the point, so WHY is the only argument ever "get to end game, then do this thing". It doesn't jive with the directors own words.
eyawn wrote: » is that what you think I'm talking about?
this is why you won't get why you're selling mounts for less than you make them for.
you'll blame pve... but realistically. ganking low levels is FAAAAR from pvp.
eyawn wrote: » only the weak punch down. which isn't pvp, it's ganking.
CROW3 wrote: » Try to make a profit w/player stalls, or yeah - you may have to sell your results for a loss to gain skill. It's called investment. When your skill is high enough to produce a mount that has higher demand and lower supply then go make some profit. Does this require caravans, no.
eyawn wrote: » Arya_Yeshe wrote: » eyawn wrote: » Arya_Yeshe wrote: » Running perfectly safe caravans is just a chore, why even do it? A solo player doesn't constitute a caravan just because you have a cart, better team up with your citizens and guild members, after all this isn't a solo content here's the thing. what if a level 13, had a group of 8 low levels having fun joking about a caravan. and 1 level 25 comes in and can easily wipe out everyone without even blinking an eye. even if the low levels are geared. now the money the low levels would have spent in the market, is conesntrated into 1 person. who clearly has 100× he/she would have made from ganking. now 8 -9 people have a sour taste in their mouth for the game, and 1 person single handedly stopped a lot of goods from exchanging hands. then add the fact that if ya claim that's pvp... it isn't... or if ya claim, that's your fault for not having strong enough group..... naw, that means less money will be exchanging hands. if the level 25 wants to fight an average group of level 8s ... than that 25 should be dropped down to that average .... as it isn't pvp or risk/reward. that transaction shouldn't happen. the level 25 should know better. it's happened to my alt, I've seen it happen to several people around verra on different servers.. this isn't a one off. it is ganking ..... lol verra is difficult, ya when it's uneven. fight your own level, if you want pvp. (excluding server events) I don't see a problem in this, this is just content, the better bandit will win and the low leves who supposedly are organized will get stronger and dunk on that bandit later on It's not the end of the world and having revenge in a game is super fun People around here discussed many times if your level should be the absolute winner in PvP and most of the times people answered that more or less but there's should be some room for strategy or grouping, we will see what Intrepid delivers... I'm on the side, that shouldn't happen. there's way to many drawbacks for ganking low levels. not enough upside. only the weak punch down. which isn't pvp, it's ganking.