NEW Caravan Updates August 2022 | Ashes of Creation

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Caravans in Ashes of Creation just got some new updates in the newest August 2022 livestream! Steven Sharif explained how caravans get started to make, a new basic node building (Caravansary), and how you and your group can teleport to the caravan once it begins construction! Lots of amazing updates and changes to many systems but in this video, I’ll go over just the caravan updates and my feedback regarding the changes and some questions I have as well. Thank you so much for the support for my channel and content! If you like the video, then HIT THAT LIKE BUTTON, SHARE IT with your friends! Also, let me know in the comments if you like this kind of Ashes content in general. Subscribe to this channel and thanks for watching! And I’ll see you… in the next one!

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Chapter Markers:

0:00 Intro
0:19 Understanding the Basics of Caravans
0:38 The Caravansary
1:13 The New Update for Caravans
2:07 Can you Repair a Caravan?
3:00 Can you change out Caravan Component Loadouts?
4:02 Are you immune to damage at the “Finish Line”?
4:18 How far can party members be to teleport?
4:33 Should Caravans hold items you CAN’T carry?
4:47 Asmongold’s concern about Caravans
7:27 My thoughts on Asmongold’s Caravan idea
8:16 Should there be bonus rewards for Caravan leaders?
What is Ashes of Creation?

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.

Risk Vs Reward
All across Verra, you have the opportunity to experience massive warfare, participate in epic trade caravans, and gather valuable components to craft exquisite items. Not only will your fellow players be your adversaries; the creatures of the land and the very environment itself will pose a constant and fresh challenge. Will you siege castles to become royalty, defeat other guilds to showcase your prowess, shape the marketplace by being a successful trader, or earn renown by developing your artisan crafting skills? This is your story, you tell us!
Tags: Caravans, Nodes, Ashes of Creation, Intrepid Studios, August 2022 Update, Caravanary, Steven Sharif, upcoming mmorpg, Ashes Of Creation 2022 STILL the most exciting upcoming MMORPG Alpha 1 Gameplay Alpha 2 Release Date Dungeons Raids, PVE PVP Nodes Sieges Castle Guilds GVG Player Housing Classes Races Character Creation Customization Transmog thelazypeon world boss quests lore and story open world unreal engine 5 trailer seasons desert biome best new mmo roleplay crafting gathering
#AshesofCreation #Caravans #NewUpdates


10 thoughts on “NEW Caravan Updates August 2022 | Ashes of Creation”

  1. While necessary to make the many interacting systems work, a lot of Ashes is very game-y, and not immersive. Carrying pets and mounts in inventory, this new Caravan start-finish, being able to carry multiple logs.

    While I respect these choices, they do place a hard limit on immersive roleplaying for me.

    But it has to work as a game, or it doesn't work.

  2. I feel like asmons takes on ashes are usually very well said. This as well, however to add depth to it, I think those big items that he says should be only caravan should be able to be in inventory in limited quantity, but slows your Character by 75% to allow movement but at a heavy cost. Not being able to move it at all would be very annoying AND how would the attackers make off with it if they broke your wagon.

    Next, I hope they allow you to plot your way points node to node. Because if they follow the same main points no matter where you start building it, the same choke points be occupied by attackers every time. Maybe be able to make way points that go stupidly far and wide to make it to their destination, at a cost per 1000ft.

    Also want to be able to fork out some heavy costs for raid boss level 💂‍♂️ guards 💂‍♀️

  3. No extra rewards, if extra rewards are required, the system is flawed and the extra rewards are just a bandaid. The rewards should be the higher sell value of items or localised tiers of crafting stations at the final location. And a huge issue is there is so far no mention of a punishment for the attackers. Logically, bandits attack caravans, add them to the corruption system.

  4. Thank you so much for patiently waiting for me to complete this video! I didn't want to rush it and I really loved how it came out =). What do you guys think of the updates to the Caravan system? Like it or nah? Let me know…

  5. I do like Asmons idea but the same goes for materials, you cant carry 100 rocks in your pockets, you cant carry 5 logs etc. Caravans should be used for everything to transport large quantities of small items or 1 very large item. This is why transporting goods should be risky, it is their take on open pvp after all.

  6. When it comes to rewards for the defenders, i honestly think that being able to move the goods IS the reward for the player or guild organising the caravan.
    i think there should be rewards for defenders outside the person that organises, but those should be payed by the organiser, as insurance.

    It should be in the best interest of the caravan organiser to pay for a defensive escort
    Having siege equipment available for a fight can be gamechanging and should have a cost, and smaller guildsof players could operate as "caravan escorts".
    Its like an insurance service that you'd be selling to traders/caravan organisers.

    And if you are just moving trade goods between nodes for higher profit, some part of it should cover the costs of hiring escorts. Its like insurance, win win situation

  7. What Asmongold said, I thought was just logically what the devs were doing… I presumed that was the logic to start with. I played a lot of Darkfall back when and I always felt it was silly we could carry tons of stone, iron, lumber, ships, and even horses in our backpacks and even teleport with it. Darkfall had player controlled cities and warfare between clans, so having caravans needed to carry building materials would have added a geostrategic factor that did not exist in Darkfall (read: your city up north could easily be supported and defended by players in a city down south far away. Did not make much sense).
    [nb: some still play Darkfall via the Rise of Agon community]


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