Caravan PvP

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Caravans create an open PvP zone that flags players for combat (purple).[2]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[3][4][5]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[3]
  • A group will be required to successfully attack a caravan.[6][7]
  • 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.[8]

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.[3]Steven Sharif

Caravans

Caravans facilitate the transfer of goods for players wishing to turn a profit.[10]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[10]

  • Caravans can transport goods for more than one player.[13]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[6][15][16]

  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[17]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[18][16]

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 kind of 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 you know 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.[16]Steven Sharif

Battlegrounds

Battlegrounds are where PvP battles occur in the open world.[19] These are open world PvP zones that flag players as Combatants (purple).[20]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[22]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[23]Steven Sharif

See also

References