@Oshien please see my assessment from the other thread below, it also gives you some background info on our thinking here. In short, what we want to achieve is more active Outlands and hence more genuine ganking opportunities while nerfing camping. (with the exception of transports from A to B, which can still be camped just as before).
Korn wrote:
Hey there and thanks for the feedback so far.
First of all, note that the concept above does not help people who want to transport gear from a city or hideout to another city or hideout. Hence, it has 0 impact on Albion's local economy or the importance of transport. This is extremely important for us.
Now, let's look at the intended scenario. I'm a solo or small group player located in a city (or hideout) and want to do an open world gathering or PvE run and then return back to where I started from. Here is how this would work:
So what about the risk levels in each step? The risk consist of my gear that I am wearing and the new gear/resources that I am collecting on my trip.
- I start in a city and venture out into the Outlands
- Once I am at my desired location, I gather and/or PvE
- Once my inventory is full (or once I want to do something else) I go back to the city that I came from. It is this step that gets cut short by the "town portal" feature.
In step 1, my gear at risk is just my starting gear
In step 2, it's my starting gear and the stuff that I have collected until then (say, on average, it's 50% of what I am going to collect)
In step 3, it is my starting gear and 100% of what I collected during my trip.
In terms of time spent for each step (happy to get your input there) it's fair to say that step 2 takes significantly longer than step 1. Let's roughly assume that of the total time spent in the Outlands when going out on one of these solo play sessions, 10% of my time is spent on my way there, 10% on my way back and 80% actually playing (such as 3 minutes traveling there, 24 minutes playing, 3 minutes travelling back)
Even if such a QoL feature would not have an impact on how many players go into the Outlands and how much time they spent there, the risk reduction would only equal to at most 20% of the materials that you loot or gather during your run. (math is a bit more tricky here - average of 50% of your looted gear is at risk 80% of time in step 2 (80*50 = 4000), and 100% of your looted/gathered gear is at risk 10% of the time in step 3 (100*10 = 1000) - if you take step 3 away, it's a 20% reduction of the total (1000 out of a total of 5000). If we assume that on average the gear that you have gathered or looted in our inventory is worth, say, 50% of the gear that you wear, the overall risk reduction is around 7%. (if you assume that your gathered / looted gear is on average worth the same as the gear you have brought with you, it would be 10%)
Now, from a ganker's point of view, if the above change results in more than 7% more time spent in the Outlands, it's a clear gain in terms of how much loot from other players is up for grabs. While the loot per successful kill would be slightly lower, there will be far more opportunities to score one.
The added activity in the Outlands - and hence extra ganking opportunities - will easily exceed that number. Here is why:
The above factors combined should easily increase Outland activity by significantly more than the risk reduction due to the added safety, I would say by at least 20%.
- The added convenience and saved time will make the open world more attractive in general. Players who are already regularly playing in the Outlands will on average spend more time in them
- For newer players - including those who generally like full loot PvP - getting killed on your way back to the city by a large group zone camping is probably the most significant rage quit events in Albion Online right now. Tons of players - a significant amount of who we are sure would have "graduated" to permanent full loot PvP eventually - never got the chance to do so. Note that we consider is part of our key mission to help players as much as we can to make a successful transition from the blue zones to the Outlands - that is why we have yellow zones, a red zone reputation system, faction warfare without full loot, an arena without full loot, and so on. Allowing people to go that path is one of the key reasons why Albion is successful. Every time we succeed in making this work another active Outland player is added to the game.
In addition to that, we prefer organic PvP that happens in the open world when people are out for PvE, PvP, gathering or fighting over objectives, it's more varied and more fun and on average leads to much fairer encounters. We never liked or wanted to encourage static zone camps, it's just an unintended consequence of the cluster system. Mechanics that we introduced to curtail it - such as the shrine system and the attempt to provide lots of entrances to the cities - are unfortunately not that effective.