Appollo (or anyone else from AR) feel free to pop by www.theoldergamers.com - I'm mostly playing World of Tanks while waiting for the next decent game to give a try to.
Send me a PM there.
Take care, Xsyon really is a wasteland.
Appollo (or anyone else from AR) feel free to pop by www.theoldergamers.com - I'm mostly playing World of Tanks while waiting for the next decent game to give a try to.
Send me a PM there.
Take care, Xsyon really is a wasteland.
Can I have Kinslayers stuff? More stuff with his name on it the better.
I totally aggree with everything he said. This is also my view on the things and i don't understand why developers can't get a proper character system ( after all the basics are there it only needs adjustments that you can't skill everything ). Yes people WILL be annoyed that they can't be good fighters AND good gatherers BUT thats what we want....roles.
100%But as you say, player interaction is where the game breaks down, not just in PvP, but also in things like recipes and resources. We were always told, back in beta, that recipes will be unique to individuals, that no one tribe will be able to be self sufficient, much less a single person. Unfortunately the game hasnt turned out like that.
and also the wall argument 100% true. the capital city should ofc not be contested at any time because after all its a game and it is not fun to lose weeks of gameplay. The additonal slots could also mean losing weeks of gameplay but they are optional and with more local ressources ( yes not every region should be good for everything. If one region is bad for metal for example than thats how the game is ) you gain more power
Personally, I don't want roles at all. In a sandbox game which has no alts its not a good idea imo. If a dedicated player plays for years and he wants to be everything he should be able to...but it should take years. The main problem is that everything is too easy to max in the game....if lvl 90 scavenging took a year to get, same with fishing, combat skills etc players being self-sufficient wouldn't be a problem. And I would limit the recipes a crafter can get...like 1 armor set of a given lvl, 1 set of lvl 50, 1 set of lvl 60, 1 weapon for lvl 80 and so on. This way even high lvl crafters would be dependent of others, while they wouldn't be limited that what can they do in the game.
Wouldn't mind seeing the limitations imposed be rather malleable though, allowing people to make any type of character they can imagine or want to role-play, but within reason type of thing.
SWG system used to irk me a little as it didn't always allow the kind of variability that would be nice, if possible.
I definitely agree...I hope there are some solid limitations eventually...it's a flippin' MMO...everyone being able to do everything will NEVER be a good thing for the community or the game...and will just ensure that all new players feel so far behind the curve that they think they'll never catch up.
i agree, there should be a reward for those investing time on a smaller path when skilling his/her char to be able to be the best in that specific field. and as you said the more skill areas you try take on the more the overall quality of what you do/produce should suffer.
If it took someone a year to get 90 scavenging I think most people would hate that, and not play. I would rather have fast leveling of skills but also have fast decay. Thus people couldnt keep skills high but they could do everything if the choose just would have to reskill it sometimes.
So say you were a homestead type of person. You could make the best QL stuff in the game, ALL of it. But you couldnt do it all at once. So you would have to say level up woodcrafting to 100, level up tool crafting to 100. Make your tools, and make a lot of high QL wood stuff. Then you would start training up, weaponcrafting, and scavenging. It doesnt take long maybe like 4 or 5 days of playing (which is really like 20 to 30 hours of played time) to get those to 100. Make your weapons using the good tools, good wood, good scavenged items and 100 weaponcrafting. Then you start work on bone armor crafting, and foraging.
You can keep doing this for all skills if you really wanted everything at the best QL, and not effect economy in a negative way.
Sure it would be harder for a solo homesteader to do it. But not impossible and I believe through trade, most homestead type of people would love this.
Now as a dedicated crafter of say, tools you would make a name for yourself, and even go further with it, getting ultra rare resources to make the best of the best stuff.
Also as a dedicated crafter in a tribe, you would have a purpose and the tribe would want you. Sure they could spend 10 to 20 hours training it up themselves but really it would be a lot more effective to have someone doing it all the time.
I also believe that if you want to be the jack of all trades but master of none you could use that in this system. Simple give skill a stack ranking. 1 to 10 would = .05 points. 10 to 20 = .2 points, 20 to 30 = .6 points. 30 to 50 = 1 point, 50 to 75 = 1.25 points, 75 to 90 = 1.5 points, 90 to 95 = 2 points, 95 to 99 = 3 points, 100 = 5 points.
This will allow people to have either many or all skills at low level, but few skills at high level. You can even do this with a soft cap with decay.