Caravan PvP

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Caravan PvP in Alpha-1.[1]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[2]Steven Sharif

Caravans create an open PvP zone that flags players for combat (purple).[3]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[2]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[4][5][6]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[4]
  • A group will be required to successfully attack a caravan.[7][8]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[9]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[4]Steven Sharif

There will be incentives and risks for both caravan attackers and defenders.[10][11] These will be tested and refined during the alpha and beta testing phases.[12]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[10]Steven Sharif
  • A quest system will track a player's successful or failed defenses and attacks. This will provide rewards that scale up over time based on the player's history.[10][11][12]
  • Other incentives and risks are social and are created (informally) between players.[10][12]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously you know those types of systems need to have robust you know consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[12]Steven Sharif

Caravans

Caravans facilitate the transfer of goods for players wishing to turn a profit.[16]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[16]

  • Caravans can transport goods for more than one player.[19]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[7][21][22] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[23]

  • Anyone may loot the caravan's wreckage.[23]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[24]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[25][22]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[22]Steven Sharif

Battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[26]

Battlegrounds are objective-based events where PvP battles occur in the open world.[27][28]

My definition of what a battleground is- and it's non-traditional. It's not typically something that is defined in the same way in other MMORPGS, but I kind of view them as these small skirmishes that might lead up to a siege or to a war and they might have capture points during node and castle fights; and these PvP objectives may be more relevant for smaller groups than for giant raids; and you might have concurrently running objectives during a particular event where you have to dispatch groups simultaneously to go address these objectives in order to complete one particular type of event or one particular type of of success condition.[27]Steven Sharif

The following open world PvP events will flag participating players as Combatants (purple).[27][29]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[35]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[36]Steven Sharif

See also

References