Caravan System - No System Survives Contact With the Player

Post by Asgerr on 2022-08-15 20:05:27

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Post by Kargone on 2022-08-15 20:16:36

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Post by Ludullu on 2022-08-15 20:23:42

I mean, they already have mules in the game so they're obviously fine with you transferring your stuff w/o the pvp potential (though obviously still a PK one).

When you're transferring your own goods (or your guild's goods), you're free to do whatever. You can take way more time to transfer them if you're scared of losing them in a caravan. But when it's a node-based quest caravan or a mayoral caravan, and you want to do that quest or progress/support the node - you're made to do that, because there's no other way. I'd assume these will be the main caravans that run around - not the personal ones.

But on the topic of guild caravans. If you, as a guild, decide to transfer a ton of resources from one place to the other just with your mules, I'd assume you have a huuuuge value in those resources. I'd assume any rivaling guild would know about that kind of value. So that rivaling guild is now free to declare a war on you or, if they have a mayor in a different node block, they can declare a war on your node and have you as enemies. Now you're literally the same as the caravan, except you have less hp (caravans are super thicc bois), you have less resources per run so your overall speed of transfer is pretty much non-existent due to constant attacks, and if you did use mules - you are now losing a ton of resources per each death (even if flagged death penalty is only 10% of your stuff).

In other words, it is way easier to defend a single caravan with your 50 people than try to run several mules that will get killed way faster.

Now obviously that's just how I see it going down. We'll need to see how it plays on in practice in alpha2.

Post by Warth on 2022-08-15 20:54:32

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Post by Volgaris on 2022-08-15 20:54:42

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Post by Asgerr on 2022-08-15 21:02:07

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Post by Asgerr on 2022-08-15 21:04:20

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Post by Morg7x7 on 2022-08-15 21:07:51

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Post by Warth on 2022-08-15 21:17:34

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Post by Ludullu on 2022-08-15 21:19:35

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Only if you're not in a guild that can be hit with a war declaration. And if you have a "rival" guild then most likely they'll try to dec you to prevent you from progressing in whatever you want to progress in. And unless you're doing your runs during off hours of your rival guild, they would probably see/know that you're doing a huge resource run and would come between you and your destination.

Post by Underdelve on 2022-08-15 21:19:48

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Post by Volgaris on 2022-08-15 21:20:18

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Post by Artharion on 2022-08-15 21:24:15

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Post by BaSkA_9x2 on 2022-08-15 21:36:11

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Post by mcstackerson on 2022-08-15 21:37:58

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Post by Ludullu on 2022-08-15 21:40:45

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Maybe soooome? But death penalties explicitly say "gatherables and processed goods", so you obviously can carry them if you can drop them.

Post by Asgerr on 2022-08-15 21:48:09

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Post by Underdelve on 2022-08-15 22:00:35

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Post by mcstackerson on 2022-08-15 22:02:32

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Post by Underdelve on 2022-08-15 22:07:52

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Post by mcstackerson on 2022-08-15 22:14:55

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Post by Dygz on 2022-08-15 22:15:37

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Post by Cat Quiver on 2022-08-15 23:00:58

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Post by Artharion on 2022-08-15 23:01:00

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Post by Okeydoke on 2022-08-15 23:17:39

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Post by Ludullu on 2022-08-15 23:22:39

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This is kinda already in the game, but w/o the "feels bad" mechanic of "none of your work matters because you didn't bring the resources from a different warehouse".

Also, there's freeholds that have their own storages and crafting/processing tables, so it's not only nodes that use resources.

And how do you differentiate between a caravan-brought resources and just farmed ones? Do you tag them as soon as they hit any kind of storage after being farmed? Do you then make everyone only move resources with caravans, even if it's literally 5 wood or smth? And if you remove the tag once the resource has been bought off the market, what's stopping the guild from putting up the resource for nothing on the market then immediately buy it back themselves and transfer it with mules?

This is the "bad design" that was talked about in the video. You're putting too many limitations on gameplay in order to prevent smth that's already intended.

Post by Artharion on 2022-08-15 23:30:13

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Post by Ludullu on 2022-08-15 23:48:15

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So you'd completely prevent gatherers from moving between nodes. What if I just need 10 wood from a neighboring node (and it just so happens to be a vassal of a different node). I ain't using a caravan to transfer the 10 wood that I would've cut in that node between that node's storage and my freehold.

Post by Artharion on 2022-08-15 23:56:34

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Post by Ludullu on 2022-08-16 00:02:53

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Solo caravans are the same as the other caravans. And if you meant just your person, then what's stopping someone from buying the resources in another node and carrying them on their person. It's not like you'll be buying hundreds of resources every single time. And if you still make people use caravans to transport their 10 bought wood - then why da hell are there even mules in the game? If Intrepid wanted to achieve the thing you're suggesting and still had mules in the game - they'd be really stupid to do that.

In other words, these are all overcomplications of a seemingly well-designed system that seems to work as intended (well, according to what we know about it rn).