Caravans have been out for about two months now and AM will be finishing up te Beacons research tree tonight; I think the system's been out long enough at this point for people to have informed opinions about it, rather than just the "I think this will be problematic" speculation we had on release day. So here are my thoughts on caravans:
- Prismatic Barrier: Without any kind of real aggro/threat mechanics, prismatic barrier is the only reasonable way to handle the guards(one person goes in alone and aggros all the guards and barriers, everybody else goes in6 afterwards and kills them while they're focused on the barrier). This is a problem because barrier is restricted to one class per circle(two of which are barely played) and the artifact lyres. Without barrier you either have to one person per guard or you have to corpserush the guards down, neither of which is really feasible. We've had situations where we've had 4-5 people interested in going after a caravan but no lyres or wardancers, so we couldn't take them. Barrier is also problematic for boss tanking, particularly Legion, since you have to have so many people channeling that you've basically got to barrier tank him or trade aggro between artifact tanks. The ideal solution here is to implement some kind of real PvE mechanics. We don't necessarily need the tank/heal/dps triad, but it would be nice to have a way to mitigate clots and high damage bosses. Failing that, possible band-aids include:
Make the trader a boss, reduce his entourage: This would keep the same time-to-plunder, but it would reduce the sources of damage; this allows for a primitive version of aggro trading that reduces the need for a barrier tank. Boss mechanics could be adjusted to require X amount of people in on the kill to prevent caravans from being soloable.
Implement a PvE-only Barrier: Give more classes the ability to barrier tank, but only let it block mobile attacks. Giving this to Knights would be good; it's thematic and there's a lot of knights around, so there would usually be access to it.
- The rich get richer: Getting early caravans let us get a huge lead on researching Beacons; beacons let us get even more caravans. We get better warnings, we get NPC guards to help us clear caravans, and when demonic gets beacons we'll be able to just go conquer them because we've got the skills and the quartz to do it. It's too hard to play catch up. Shardfalls have single shards that people can collect to get an edge, and it's also possible to solo-harvest a late night shardfall. This means that every side could get a fairly steady trickle of shards in, which helped them learn more shard abilties which helped them win shardfalls. Caravans, on the other hand, have no singles and they're not really soloable; it's very possible to get a 2am caravan and have nobody around to take it with you, so you just have to let it roll on. This means that the underdog side pretty much has no way to really gain quartz and the lack of quartz means that they can't get the things that would help them get more quartz. My ideas for this are:
Singles: Make some type of 'single quartz' thing, something that people can run on their own. Don't give any warnings about these, so that you have to be actively looking for them. Horde peddlers carrying 1-2 plunders worth of stuff on their backs, etc.
NPC Guards: It takes at least 650 quartz(3 researches + at least one beacon) to get access to guards, and guards help you get more quartz. The more quartz you get the more beacons you can build, and the more beacons you can build the more guards you have, and the more guards you have the more quartz you can get, and the more quartz you can get...
This gets pretty rough when you're on the bottom side of things. I'd like to say that NPC guards should be standard and that beacons should increase their performance or reduce their cooldown or something along those lines. Maybe add the tank/healer guard types from the Godwar armies, something like that, so that beacons make your guards more effective, but everybody has access to the basics.
- PvP: I love caravan PvP. It's my favorite conflict mechanic you've introduced, because one ballsy fighter can skirmish with a caravan party, and the nature of caravans means that a tactical loss can still be a strategic victory; the small group doesn't have to win the fight, they just have to disrupt things enough to deny the opposing side the caravan. My only thing here is that ranged barrier breaking is so effective and so risk-free, I'd prefer it if caravan mechanics didn't make soulspear/gtoss so powerful at disrupting. Other than that, I have no real complaints here.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
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‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
The problem is only academic right now because demonic can't win a fight in general, and the reasons why they can't win a general purpose fight aren't germane to this thread at all because they're entirely independent from caravan mechanics. Suffice it to say that it is demonic.txt yet again.
When the cycle turns and/or demonic picks up a power combo like Juran/Septus and starts winning fights with any regularity, they'll take all the caravans they want, especially if NPC guards become baseline or otherwise changed to be less of an advantage.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Another question is, why take caravans? Right now the reason seems to be "so that other cities can't take them". Same goes for sabotaging other cities. You gain quartz so that you can gain more caravans to gain more quartz. You also get a lot of dead rats and commodities with it. So what? It isn't particularly fun and can be ignored, so it will be and is. The question is really, how do you make it rewarding without punishing non-participation, and I don't think that balance has been struck yet.
Could always pick up a temp lyre from that one boss, that's how Ultrix gets her barrier; that's the only way we had barrier, actually, since Tahm wasn't around until the last few weeks.
That aside, I go to caravans because I hope other people will come try and take them away from me, I don't really need any more reason than that. If they told me that I could kill people over left-handed widgets, I'd go collect those, too. What they probably should have done is released a lot of the quality of life style changes along with Beacons; things like the shard crit/tattoo/etc skills, so that people who aren't willing to fight to the death over widget production would have some investment in the whole thing.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I don't like the idea of making the trader a 'boss'. The solution to a hard boss mob is going to be corpse rushing. That's how we beat Legion. That's how we beat Silanthor. That's how we beat everything. If you have more bodies, you're going to win. Let's not even get into population dynamics.
If there were more variation (it's bland) to the repetitiveness, it would be cool. What it boils down to is that it's just a shard fall that runs away from you that has NPC's at it. The research system is actually less rewarding than shards and it's easier to play 'deny'. It's a good system that really just needs a good once over to polish it up a bit and make it more interesting and set it apart from shards.
The problem with that is that it will result in things like "No, lowbie, you can't come fight, because you will be a detriment to our team" and "GODDAMNIT LOWBIE GET OUT YOU ARE MESSING EVERYTHING UP".
Those are bad things.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The sentries are there mainly for mob-vs-mob and for beacon attacks. Their ability to attack players is not crucial to their role, and I'm not opposed to making changes there if they are still proving too effective after the recent adjustments.
We're adding more routes gradually, which should spread out the caravans some. Our continent layout does have a few central areas, so this will not be 100%. We'll see.
Snowballing effect of quartz - we do have some mitigating factors there (for one, the sentry-calling cooldown applies to beacon attackers as well, which can be taken advantage of), but yes, we will need to do more here it seems.
Prismatic - like most mobs, the horde mobs should be spreading their attacks between players in room, is this not enough?
More tactical options - we've been working on adding some more depth to PvE, it's a very slow process though. The second new shard tree (guard updates) doesn't seem to be generating much interest so far, so we may end up repurposing some of that to this role (that, or add a third research tree). No promises here for now, as I want to get the classlead/knight changes out for betatesting first.
If townes had a larger purpose than 'that place we plunder/get comma from' and 'money pit for people to waste gold on blatantly less secure hpuses', maybe guard upgrades would mean something in that department?
You must be windwalking in order to use it successfully.
Can we have prowling:
No penalty?