Template: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

Lakókocsik 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 that appeal to both caravan attackers and defenders. These will be tested and refined during the alpha and beta testing phases.[10]

  • Many of these incentives are social and are created (informally) between players.[10]

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.[10]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[10]Jeffrey Bard