System controlled caravans.


  • TF#12 - PEOPLE'S HERALD

    @roccandil
    well dead games do that. what game is it? I've played eve online and i dont think a single player contract is moved via NPCs. a player has to do it. there are players that make their living moving goods around.

    I use should because I can't say for absolute how it will happen in Fractured.

    @33Hp
    I don't see Fractured being solo friendly. You will need a guild to survive this game. If you're a GM of a trade guild then you know for a fact that you need players to move goods from point a to point b. there's nothing around that. A solo player will have to wait till the city is restocked or do that trade themselves. solo players try to be self sufficient which I hope they'll never be in this game.

    for the most part, everything is player created. why trust an npc to bring goods from your camp/city to another city?


  • TF#12 - PEOPLE'S HERALD

    @Jetah
    For the sake of solo players, the NPS trading system is done if you still do not understand this, because otherwise you will have to join the guild due to lack of initial resources, and the guilds (I will tell you a secret) will save essential items for their own needs and newcomers entering them .
    just for the sake of being able to play solo and create an elementary AI trading system


  • TF#1 - WHISPERER

    This was already mentioned by devs somewhere, that caravans will starts from random points at random times.
    I understand this may not align with the whole sandbox idea, but leaving everything in player hands is a bad idea too. I don't want total anarchy, monopoly or dictatorship.

    My point is, don't let people run wild cuz it will just break the game for others.
    I absolutely love the idea of caravans as a MINIGAME. Not necessarily player resources, escort missions, even if no playerkillers attack, we can have disasters, monster attacks, etc.


  • TF#3 - ENVOY

    @mae That's all well and good, but there's the issues of basically free resources falling into people's hands. When you think about it, for the caravans that get no player support, the Ai would become easy targets for pillaging, especially if it contained resources just spawned in by npcs. This creates a surplus of materials that one: can improve the player bandits raiding the supply chains that by consequence become a nuisance and even a threat to communities, and two: it saturates the market for those resources, because people can take them and essentially sell them off for pure profit.


  • TF#12 - PEOPLE'S HERALD

    @kniknack

    Will AI caravans not have basic AI guards? Seems like if AI caravans were a thing players could hire, they could also hire AI guards.


  • TF#12 - PEOPLE'S HERALD

    @33hp
    I've played games for over 28 years. From Atari console to NES to Super NES to N64 even the Sega Genesis to vanilla UO, preTrimal, to DAoC, to Wow, to Eve Online and many more inbetween.

    If you are a solo player. You will need help in Fractured. There's no other way to say it. You wont move materials in a caravan without a team or a few teams. While the NPC encounters may be solo friendly the rest of the game wont be.


  • TF#8 - GENERAL AMBASSADOR

    NPCs doing everything wastes the game potential. Everyone would have to compete in the same few activities. Not to say the whole point in playing a RPG is to be able to make choices, as much as possible.

    Players having to do everything makes the game get boring. If an activity is so repetitive that you can macro it, or if you have to be online 24h per day to keep that stupid store open, then why not make this automatic via NPC.

    In my opinion to reach a balance on this matter, whether talking about caravans, guarding, hunting, crafting, mining, harvesting or whatever in-game activity. What should be asked is: "Will someone enjoy doing this?"


  • TF#11 - PROCONSUL

    I agree to the idea of NPC caravan but only for transporting materials. The resources need to be gathered by the player and the caravan hire by the players.


  • TF#12 - PEOPLE'S HERALD

    i think all travel good should be with players, otherwise you lose the danger effect.


  • TF#1 - WHISPERER

    @Kniknack, Depends on how it's implemented 🙂 Remember that we are always limited by inventory space and when you go raiding, you probably won't bring a wagon with you. So whatever REWARD you get from this MINIGAME, it definitely won't saturate the market, just provides an alternative resource gathering method.


  • TF#10 - CONSUL

    I would go for both options. Maybe players can send caravans run by AI, and players can create their own caravans because of some needs, and they'll protect them. What if we don't have the time to run properly all the caravans that are needed for the city ? Maybe an AI system could be good to replace a player who can't or who won't do it.


  • TF#12 - PEOPLE'S HERALD

    A thought came to mind here, but what if you made sure that the number of AI caravans depended on the number of players online - the more players the smaller the caravans


  • TF#12 - PEOPLE'S HERALD

    @33hp This is nonsense, as should take into account the average number of people on the server per day. There is a time when people are more active, and there are less and thus you put minorities at a disadvantage. Caravans NPC cities should be automated for themselves, and caravans of players, this is a case of the players themselves


  • TF#12 - PEOPLE'S HERALD

    @muker said in System controlled caravans.:

    This is nonsense, as should take into account the average number of people on the server per day. There is a time when people are more active, and there are less and thus you put minorities at a disadvantage. Caravans NPC cities should be automated for themselves, and caravans of players, this is a case of the players themselves

    there was initially a certain spawn rate on the caravan - and it simply decreases depending on the number of players


  • TF#3 - ENVOY

    @roccandil They probably will, but to a group of coordinated player bandits, it would seem better to arm the merchant with wads of money on sticks.

    @Mae You seem to underestimate the efficiency of players that grind. I live with one such grinder and have seen what four two liters of soda and a mountain of chips can accomplish in an all nighter and that one night's worth of resource turned a hefty profit and crippled a whole product chain in a market. That said, limited inventory is a decent deterrent, but I'll bet dollars to donuts there will be people hauling asses (pun intended) to the caravans for the loots.

    Minigame or not, players are rewarded with items spawned in from said minigame that didn't exist previously. However, perhaps as way to fix this, you could keep a counter of resources that each town gathers and processes from itself and the trading players make with it and spawn caravans based on the values presented.

    More goods means more necessity for logistics. Doing it that way will provide a more caravans without breaking the law of conservation of mass, which I know it sounds stupid in a game, but if the development team were to keep it true, then you can't saturate a market.


  • TF#12 - PEOPLE'S HERALD

    No. System controlled caravans bad.


  • TF#11 - PROCONSUL

    @mae said in System controlled caravans.:

    This was already mentioned by devs somewhere, that caravans will starts from random points at random times.
    I understand this may not align with the whole sandbox idea, but leaving everything in player hands is a bad idea too. I don't want total anarchy, monopoly or dictatorship.

    My point is, don't let people run wild cuz it will just break the game for others.
    I absolutely love the idea of caravans as a MINIGAME. Not necessarily player resources, escort missions, even if no playerkillers attack, we can have disasters, monster attacks, etc.

    This a thousand times over. Definitely needs some way for the random player to engage in it. Not be locked down completely by X or Y zerg guild.

    I'm all for NPC caravan type setups. Even if that means the loot would be significantly worse. It'd help the world feel more alive too. Having NPC's wander about doing tasks players could just helps feed into it being a living world where things are happening. As opposed to a bland map created for a specific purpose.


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