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Itβs not always best to be an attacker, even with a high win rate. The knobs can be dialed in to where itβs more beneficial to defend. As I say in the video, this is just an example of how the dials could be turned to create a very attack happy situation, but one that is more profitable for defenders and attackers to engage in than just turning in resources at the home node.
If this win rate isnβt high enough for you, you can always adjust the ROI for caravan transport higher and you could make something even more beneficial to attackers, with the same results.
This wonβt necessarily be the case with ashes, but it can be the case. Thatβs why we wait until Alpha 2 to test the system.
TImestamps:
0:00 Introduction
3:45 Explanation of What I am Doing Here
4:46 The Defenders GPH
5:27 We Create the Murder Box
10:20 Attacker Math
12:06 How many hours to kill each caravan?
14:45 Attacker GPH
15:30 Why this will never happen
17:50 Defender Advantages
19:18 What happens IF ONLY 10% of caravans sneak by?
22:25 In Conclusion
A link to the conversation with @yokaitheater can be found here: https://www.youtube.com/watch?v=QHkCiX1zeDg&t=5486s
A link to the Ashes of Creation Wiki can be found here: https://ashesofcreation.wiki/
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Hey guys,
As I say in this video, this is an example of a return on investment for defenders that exists where they still run caravans. It's also an example where attackers are massively incentivized to attack all of the time.
This also assumes that 90% of caravans will be intercepted, and when they're intercepted they're met by a larger fighting force that wins 80% of all of these fights. This is all unreasonable for the examples I put in this video, but I wanted to show that even in the worst case scenario, players are incentivized to defend because it's more profitable. Smart players would move to the defend side in this situation and create less of an attack happy situation. This means less attackers and a higher win rate for defenders.
Anyways, there are a lot of moving parts in this entire discussion and A LOT of things we don't know. That's why I think the best case right now is to look at all of the possible pain points this system might have, and test them in alpha 2.
You need incentive for defenders and attackers to make the system work. In the situation I provide, it's that for both parties.
The Caravan System is fine as-is. Remember: Every Caravan is FREE LOOT!
At the end of the day, i just want good fights. It can be over a caravan, it can be over a node, or just some random encounter out in the wild.
That's the bottom line.
I've never seen so much nit picking over PvP when you fools know PvP is a core of this game. That's not changing. The devs want reasons to push conflict. This system is one of many.
Get used to it, or look for a different game.
Those are the options. π€·ββοΈ
I would run a caravan just so a fight will come to me. Yo, can caravans hire guilds to protect them? Why you gaslighting lmfao
Glad to see you're still alive after the Super Bowl lmao
Once again, it's evident you never played EvE Online. You've never heard of "Gate Camping." the universe of EvE is huge, can't find players? what do you do? You occupy choke points. rabid PvP'ers will calculate every possible route from point A to points B, C and D and they will take up positions that you must pass through. Just as they do in EvE Online. the idea that PvP'ers have to sleep, or they won't be able to attack all the time, also absurd. Gate Camps are maintained 23 hours and 50 minutes a day in EvE Online.
In short, the idea that Caravan ganking won't be the most organized and highly caculated activity in the game is just absurd.
You feel very passionate about this topic, huh lol
I saw cloak. No longer interested in this game. π
Numerically this all makes sense based on what little we know. By the same token, anyone arguing against you are using the same "little knowledge". I think it's totally going to be adjusted, as that's what Alpha is for, and we really don't know until we start doing it.
My REAL HOPE is that each and every map has the same number of nodes, but each node type can fit into a different random selection with the same "spread".
That way the map has the same number of each Type AND the same sort of Type "spread" across the map, but each map will then be different. That'd be cool.