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  1. #1

    No risk to crafting, Needs Penalties

    Currently in game there is little to no risk in being a pve focused crafter.

    A crafing character can set his totem near reources, harvest in saftey, and once they are all depleted, abandon the totem, log off during the cooldown and place a new one near new resources.

    A crafter doesnt need to leave the safezone to skill up and progress, in fact most stay at home near the saftey of their premission locked baskets to do so.

    You cant even terraform without remaining inside your magical safe zone.

    A combat character on the otherhand, needs to do all of his skill leveling far from any safe zone, animals are so hard to come by that other players are the better route. However if a death penalty that removes stats and skills is implimented, it puts all of the risk of the game on the combat characters.

    Currently the largest tribe is full of crafters...how many crafters does one tribe need? Does a tribe of 10 or 20 need to have 15 crafters? Is this realistic in a dangerous and new world ravaged by an apocalypse? Civilizations of past relied on a few "crafters" in which to support the many "combat" people of their armies, defense of the tribe was the number one important factor of their survival, not who can weave the most baskets.

    My hope is that this turns into a civilized and respectfull discussion about the purpose of a crafter heavy game, removing the no risk gameplay invloved with crafting, and why all of the risk must be plased on a player who chooses to defend said crafters, having to progress outside the safe zone and without any other means to progress other than hunting people.

  2. #2
    This game does seem horribly unbalanced. It's rewarding those who don't want any sort of challenge. I do have faith that this will change later.

  3. #3
    combat is always the risky part... however i really hope they do make it so the crafter bunch has to actualy step up and defend them even if that means supporting fighters to protect there lifestyle.. its how it should be.. your tribe fighters protect the crafters and keep out the preditors... otherwise.. just give everyone everthing.. nothing will be worth anything

  4. #4
    you also gotta realize this game is designed that there will be a point when the junk is gone.... and those crafters cant just hide in there homes anymore to survive..

  5. #5
    the crafting risk is identical to Darkfall as it has been for nearly 2 years.

  6. #6
    Quote Originally Posted by FabricSoftener View Post
    the crafting risk is identical to Darkfall as it has been for nearly 2 years.
    No in DF, there were ways to get around tower defenses ( friend does the dmg and kills...dies in the process, hes friend nearby loots)

    Anyone who was warring another guild had no saftey whatsoever.

    There was no ability to pick up your safe zone and move it to a new location

    Resource nodes respawned

  7. #7
    Quote Originally Posted by kombi View Post
    you also gotta realize this game is designed that there will be a point when the junk is gone.... and those crafters cant just hide in there homes anymore to survive..

    Ive thought about that, not much stopping them from abandoning their totem, logging off for the cooldown, returning to place their totem in a new location.

  8. #8
    Quote Originally Posted by fflhktsn View Post
    Ive thought about that, not much stopping them from abandoning their totem, logging off for the cooldown, returning to place their totem in a new location.
    But what's the point in that, you'll need house to keep your comfort up. Comfort affects every skill. Building isn't something you do instantly, it requires lots of resources.
    Besides what's the point of moving and crafting, just to craft what's fun in that, if you craft something, it's to supply your tribe or sell it.

    Resources disapear very quickly why would anyone want to waste it by rebuilding village every few days.

  9. #9
    Quote Originally Posted by fflhktsn View Post
    Ive thought about that, not much stopping them from abandoning their totem, logging off for the cooldown, returning to place their totem in a new location.
    I don't think this will happen, land is going to be a valuable commdity. You disband and you won't have another place to put a totem down.

  10. #10
    Quote Originally Posted by kombi View Post
    you also gotta realize this game is designed that there will be a point when the junk is gone.... and those crafters cant just hide in there homes anymore to survive..
    This...

    I'm going to say this generally and not to the OP directly. I know you wanted a "peaceful" debate, but this thread really is no different than others that have been posted and it's tiring.

    You act like every crafter will have a spot next to a junk pile. You act like junk piles will be in forever. You act like no one is going to leave their little safe zone.

    The prelude is made specifically so that the crafting basis can be built up. The risk with crafting is losing all crafting resources just like the risk of combat is losing all combat resources. Gathering resources should have varying risks. It makes sense to me. You can say "oh well loosing resources isn't the same as losing armor". You can't really judge that as that is quite subjective.

    /rant_on
    People keep saying that "PvE" players (not the same as crafting players) do nothing but whine, but that's not really the case here. I'm just as tired of PvE/themepark players trying to change the mechanics of PvP focused/sandbox games as I am hearing PvP focussed players trying to change the mechanics of this game. That doesn't mean things will not change because they WILL. It's just that the whining is on the other foot now, and you all need to realize this. You can be hardcore...you can be a PvP GOD, but you still are whining. Let them make the game and if you have non-whining suggestions put them in the suggestions thread.

    The key here is compromise. Being someone who loves pvp and really could care less about crafting... I actually want to craft in this game. I believe that there is a great compromise at the moment and great compromises planned. The game is for multiple play styles. Currently 1 style is really working (crafting) the second is coming soon (pve) the third may be in a few weeks to a month (combat) and the fourth might be in 6 months (warfare).
    /rant_off

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