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PvP Caravans are the highlight of the most recent Ashes of Creation gameplay video, as Intrepid Studios gave an expansive look at the feature in its latest video.
Comments
People in the Caravan obviously have a risk. What is the risk on the side of the attacker? It might be in the video, if so can someone summarize?
The only risk seems to be eventually losing the loot they stole from the original caravan? Like, if the Caravan folks had won the first fight would they have gotten to take stuff from the attackers?
If it's all one sided... I can kind of see where this story ends... but maybe I am missing something?
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Travelling for 30+ minutes isn't fun. Doesn't matter if the reward is giga XYZ. The gameplay of travelling isn't fun.
As of right now the only known risks on the attacker side is some sort of penalty to your bandit progression path, gear degradation on death, and just ruining your reputation. He has said they will be testing it during the alpha. so they could easily make it so attackers take much more gear degradation than a normal death which is a big deal in Ashes because weapons eventually break.
Absolutely nothing will require you to engage with the caravan system. You can sell all of your resources to the town you are in. If you want to make more then you can risk taking a caravan. Its likely there will be players who exclusively run caravans.
"The gameplay of travelling isn't fun"
Shit no one told all the players who enjoy truck simulator, death stranding, elite dangerous, star citizen, etc. Being a trucker who buys low and sells high can be fun for a lot of people.
But if it's not fun for him, then obviously since he represents all players, it won't be fun for anyone...
Yeah, I'm mostly kidding, but that attitude is pretty invasive. People think that every game that is out there should cater to their likes and dislikes.
I don't know if it'll work or won't work, but it will be interesting to see how they the implement it. I think it could be enjoyable if done right, and I'm not smart enough to know what "right" is, but there definitely is something there.
Ashes has quite a few things going for it that interest me, a few that I'm on the fence about, and maybe one or two that I saw that I didn't care for, but casually keeping up with it. I know they've had a few "false starts" or ideas that didn't quite work, but the core...I hope they can make it work.
Why wouldnt everyone just be attackers.
In EVE attackers have to be lucky and catch the haulers unaware otherwise they'll miss far more often than they succeed.
Haulers can often run faster than that attackers, cloak, have better Intel etc.
I honestly can't imagine anyone wanting to risk being a hauler, seems like a suckers bet.
Heck, even when the attackers summon a caravan it appears magically out of thin air, rather than having to risk being attacked and destroyed while traveling on the way.
Always said "PVPers" were the real care bears of the gaming world since they rarely have to put anything of much value on the line.
At least in EVE they have to risk at times some very expensive ships which is at least something and I'm sure far more in cost than "gear segregation" used here.
Ever since first running into them in WOW I think the most hateful form of questing for me was running escort for those damn slowly wandering NPCs, especially on a PVP server where you were a sitting duck.
This is almost exactly like it....ugh.
I love the look of the world, the cool conversion from caravan to raft and back again and the combat.
Didn't seem to be very many npcs in their path but more than some of the earlier videos I saw last year, so at least progress.
Also, they were able to defeat their opponents quite easily, not sure if this was a result of superior skill or if they were just over leveled or over geared more than the opposition.
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Attackers lose nothing of value
Haulers take all the risk
So to encourage hauling (ie more victims) the devs increase hauling rewards (aka decreasing all other reward activities in the game)
Then victims run the gauntlet hoping to get lucky, until victims get fedup as targets and quit.
Then without victims, attackers quit.
Then game goes into maintenance mode (aka dies).
Geez where have I seen this before.
This is what most MMO pvp looks like. You can pretty much substitute this formula into farming, nodes, keeps etc... Gotta have sheep/wolves, cant have competitive PVP in an MMO.
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We seem to have forgotten that some of our best MMORPG experiences were during the waiting. You talk to guildies, party members and so on. If any waiting immediately makes you switch on the TV, then yes its a bore, if you make your waiting about the game it really adds to the game.
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"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
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No way! The DEVELOPMENT SHOWCASE was scripted!?!?! I thought the game was out and this was a random encounter! Are you guys serious?
Not sure why you guys are focused on attacker penalties. This was meant to show the system. Like I said, they are testing this in alpha and I think they have made it quite clear they dont want the game to be a pvp free for all. There will be penalties. Not to mention it will probably be much more inconvenient to sell off stolen goods than shown here in the video. A town has to decide to go down the upgrade path to add a black market dealer to its marketplace. I doubt there will be many of those as it will incentivize thieves.
There are just too many factors to even worry about balance right now.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Its too early in the development for it. Balancing will take place during the beta. All you need to know is they dont intend for it to be a gank fest.
Before they design the mechanics is the best time to figure out ways to solve the issue not after in beta when its already designed and implemented.
How about they dont make bad decision right from the beginning?
In addition to this being a potential gankfest it almost surely will be a hackers paradise which will sink it in the end.
"True friends stab you in the front." | Oscar Wilde
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Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I agree they have to figure out a balanced system now and how to make failed attacks mean something.
The pirates should rarely win unless exceedingly clever.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
The only thing that could really be fair are buffs once they survive the first attack buff what their selling value or if they survive an attack give the defenders buffs for defense and the original attackers debuffs for a reasonable time. You have to buff the defender to stop raiders from stringing along attacks in a coordinated effort.
The big problems with those ideas i mentioned is what is stopping the caravan for faking an attack on itself? The debuff on the original attackers would work maybe but a major problem with any solution is the anti exploit has to be as good as the solution.