PvP de caravanas

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PvP de caravanas en 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 cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[2]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[3]

  • Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[2]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[4][5][6]
    • La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[4]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[7][8]
  • La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[9]
  • Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[10]
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

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[11][12] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[13]

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.[11]Steven Sharif
  • Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[11][12][13]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[11][13]
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 vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and 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 those types of systems need to have robust 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.[13]Steven Sharif

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[11][12] These will be tested and refined during the alpha and beta testing phases.[13]

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.[11]Steven Sharif
  • Other incentives and risks are social and are created (informally) between players.[11][13]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[16][11][12][13]

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 vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and 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 those types of systems need to have robust 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.[13]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[19]John Collins

Destrucción de caravanas

Si una caravana se destruye (pasa a ser escombros) dejará caer una parte de las mercancías que transporta.[7][20][21] El resto de las mercancías de la caravana se pierden cuando la caravana es destruida.[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 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 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.[21]Steven Sharif
  • Cualquiera puede saquear los escombros de la caravana.[22]
  • Los componentes de la caravana también pueden caer cuando la caravana se destruye. Estos componentes pueden recuperarse por el propietario de la caravana o por otros jugadores, en el caso de componentes de alta calidad.[23]
  • Las caravanas dejan caer certificados de mercancías pesadas que se pueden canjear en el nodo de origen a cambio de una parte de las mercancías.[24][21]
Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[25]Steven Sharif

Caravan skills

Componentes de caravana grant passive and active skills to a caravan.[26]

Skill Icon Description
Collect Cargo Collect Cargo Icon.png Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[27]
Convert to Caravan Convert to Caravan Icon.png Allows the raft caravan to turn into a vehicle that can traverse land.[ cita necesaria ]
Convert to Raft Convert to Raft Icon.png Allows the caravan to turn into a vehicle that can cross calm waters.[28]
Healing Aura Healing Aura.png Provides healing to nearby defenders over time.[29]
Repulsor Blast Repulsor Sphere T3 Activate.png Blast away nearby attackers.[30]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[31]

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