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Ashes of Creation Alpha Two Caravan Preview

NanfoodleNanfoodle Member LegendaryPosts: 10,875
(19) Ashes of Creation Alpha Two Caravan Preview - YouTube

Was really impressed with this video. This is looking like its more then just transporting goods. It cases different types of events. Making player needing to react to many things. Like road obstacles spawn, making it so players need to take the caravan off road. Moving slower and dealing with more mobs. Also NPC events happen that have the NPCs attacking the caravan as well. In the video you see some combat and also the environment is looking really well done. This was a nice update as we have not seen the caravan system in this much depth.  

Comments

  • NanfoodleNanfoodle Member LegendaryPosts: 10,875
    Here is the full Nov update if you want to see talking heads

    (19) Development Update with Caravan Preview - 11AM PT Tuesday, October 31, 2023 - YouTube
  • NanfoodleNanfoodle Member LegendaryPosts: 10,875
    Ryve put out a short condensed breakdown if this info into a 8 min video. 

    (1) Caravans are INCREDIBLE in Ashes of Creation - YouTube
  • WargfootWargfoot Member EpicPosts: 1,406
    I'm not going to watch hours of video so I'll just ask: Does the system feature crafters/gatherers putting in dozens of hours to provide 15 minutes of content to "bandits"?


  • NanfoodleNanfoodle Member LegendaryPosts: 10,875
    edited November 2023
    Wargfoot said:
    I'm not going to watch hours of video so I'll just ask: Does the system feature crafters/gatherers putting in dozens of hours to provide 15 minutes of content to "bandits"?


    Im not sure I follow your question but asking about crafting I can say. Items and matts are different from node to node. You can sell your matts and crafted good in your nod but you make more money if you put them on a Caravan and ship the good to other nodes. Its the risk vs reward. You can sell them local for less and make some money or risk your good and use a Caravan that can be raided by players or NPCs to get more money. So this is tied into every part of the game when it comes to making money. 

    PS that last video I posted in a 8 min video that covers everything important from the 1.5hr main video. 
  • WargfootWargfoot Member EpicPosts: 1,406
    Nanfoodle said:
    Wargfoot said:
    I'm not going to watch hours of video so I'll just ask: Does the system feature crafters/gatherers putting in dozens of hours to provide 15 minutes of content to "bandits"?


    Im not sure I follow your question but asking about crafting I can say. Items and matts are different from node to node. You can sell your matts and crafted good in your nod but you make more money if you put them on a Caravan and ship the good to other nodes. Its the risk vs reward. You can sell them local for less and make some money or risk your good and use a Caravan that can be raided by players or NPCs to get more money. So this is tied into every part of the game when it comes to making money. 

    PS that last video I posted in a 8 min video that covers everything important from the 1.5hr main video. 
    Thanks, I think that answers it.

    My question is this: "How many of our resident crafters are willing to spend hours harvesting nodes to risk it on a 'caravan' to double your profits OR give some bandits 10 minutes of game-play"?

    Why wouldn't a crafter just play a game where he can get 100% payout with no risk?

    I'm willing to bet 90% of crafters quit after the loss of the first 'caravan'.
    Once that happens, bandits will quit for want of targets.

    Could be the developers understand some element of game play I've missed (I'm glad to get an education) but I've seen this play out so many times and I know my own mind on the topic.

    In Shadowbane we had to take care about wiping out other cities because if that happened the other team would just quit out right.  I'm not sure how much of the gaming population is willing to lose, rebuild, lose, rebuild.... but games are face-roll easy these days so I bet it's less than 5%.


    NOTES:
    ------------------------------------------------------------------
    1: This is my impression.  I've no hard data.
  • NanfoodleNanfoodle Member LegendaryPosts: 10,875
    Wargfoot said:
    Nanfoodle said:
    Wargfoot said:
    I'm not going to watch hours of video so I'll just ask: Does the system feature crafters/gatherers putting in dozens of hours to provide 15 minutes of content to "bandits"?


    Im not sure I follow your question but asking about crafting I can say. Items and matts are different from node to node. You can sell your matts and crafted good in your nod but you make more money if you put them on a Caravan and ship the good to other nodes. Its the risk vs reward. You can sell them local for less and make some money or risk your good and use a Caravan that can be raided by players or NPCs to get more money. So this is tied into every part of the game when it comes to making money. 

    PS that last video I posted in a 8 min video that covers everything important from the 1.5hr main video. 
    Thanks, I think that answers it.

    My question is this: "How many of our resident crafters are willing to spend hours harvesting nodes to risk it on a 'caravan' to double your profits OR give some bandits 10 minutes of game-play"?

    Why wouldn't a crafter just play a game where he can get 100% payout with no risk?

    I'm willing to bet 90% of crafters quit after the loss of the first 'caravan'.
    Once that happens, bandits will quit for want of targets.

    Could be the developers understand some element of game play I've missed (I'm glad to get an education) but I've seen this play out so many times and I know my own mind on the topic.

    In Shadowbane we had to take care about wiping out other cities because if that happened the other team would just quit out right.  I'm not sure how much of the gaming population is willing to lose, rebuild, lose, rebuild.... but games are face-roll easy these days so I bet it's less than 5%.


    NOTES:
    ------------------------------------------------------------------
    1: This is my impression.  I've no hard data.
    Again you are missing the point. This game is for people who like PvP first. People who like PvP also like PvP risk reward. If thats not for you, thats ok. I am a hard core crafter that also loves PvP. If this game ends up being a good game. I most likely will be playing it for years and having fun when the risk pays off and when I lose my shirt =-) Yup, I will enjoy it not matter how it lands. 
  • WargfootWargfoot Member EpicPosts: 1,406
    Nanfoodle said:
    Wargfoot said:
    Nanfoodle said:
    Wargfoot said:
    I'm not going to watch hours of video so I'll just ask: Does the system feature crafters/gatherers putting in dozens of hours to provide 15 minutes of content to "bandits"?


    Im not sure I follow your question but asking about crafting I can say. Items and matts are different from node to node. You can sell your matts and crafted good in your nod but you make more money if you put them on a Caravan and ship the good to other nodes. Its the risk vs reward. You can sell them local for less and make some money or risk your good and use a Caravan that can be raided by players or NPCs to get more money. So this is tied into every part of the game when it comes to making money. 

    PS that last video I posted in a 8 min video that covers everything important from the 1.5hr main video. 
    Thanks, I think that answers it.

    My question is this: "How many of our resident crafters are willing to spend hours harvesting nodes to risk it on a 'caravan' to double your profits OR give some bandits 10 minutes of game-play"?

    Why wouldn't a crafter just play a game where he can get 100% payout with no risk?

    I'm willing to bet 90% of crafters quit after the loss of the first 'caravan'.
    Once that happens, bandits will quit for want of targets.

    Could be the developers understand some element of game play I've missed (I'm glad to get an education) but I've seen this play out so many times and I know my own mind on the topic.

    In Shadowbane we had to take care about wiping out other cities because if that happened the other team would just quit out right.  I'm not sure how much of the gaming population is willing to lose, rebuild, lose, rebuild.... but games are face-roll easy these days so I bet it's less than 5%.


    NOTES:
    ------------------------------------------------------------------
    1: This is my impression.  I've no hard data.
    Again you are missing the point. This game is for people who like PvP first. People who like PvP also like PvP risk reward. If thats not for you, thats ok. I am a hard core crafter that also loves PvP. If this game ends up being a good game. I most likely will be playing it for years and having fun when the risk pays off and when I lose my shirt =-) Yup, I will enjoy it not matter how it lands. 
    I will say that if they pull this off it will be nothing short of a revolution in gaming.
    I look forward to your reviews....and, maybe taking your stuff.


    Nanfoodle
  • NanfoodleNanfoodle Member LegendaryPosts: 10,875
    PS, this update was not about nodes. You can raid a node but you can remove it from the map in PvP. You can raid it and when its sacked it de-levels. Meaning the surrounding nodes can level higher. So nodes around you can work together with packs or fight for who gets to level their node to the next advancement.  
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