This topic has 18 voices, contains 49 replies, and was last updated by
Morman_Korman 103 days ago.
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| February 2, 2012 at 3:52 am #12209 | |
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Stonyeir Player
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The way I have always wanted but have yet to see it done in a sanbox game though tough it would be the best i believe. Now if this idea is liked enough i have some ideas on how to impliment it. But i would like pathy’s comments first just know if they could make this happen. |
| February 2, 2012 at 11:11 am #12216 | |
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GMPathy GameMaster
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Stonyeir while I do think this kind of system may have some merit, I am not sure about its position in a sandbox game for a couple of reasons. Firstly by having this sort of system you alienate anyone that does not choose to push the boundaries and create a 2 tier community of those that have access to this equipment and those that do not. Crafter’s that have not got the time to invest will not be happy that the “basement troll” is being rewarded for having endless free time and that time investment should not be rewarded. Next comes the issue of itemisation in sandbox games, and more specifically Dawntide. Itemisation is not going to be such a huge issue in Dawntide compared to other more “themepark” style games. The average player will be using relatively top end equipment and even the most organised factions wont have much of an advantage in terms of gear. A players character build is just as important as the equipment being used, and with full loot pvp players are more likely to use average equipment than the very best that they can afford. I would think this suggestion would be far better suited to a game where crafting is currently undervalued and where itemisation is more important. For example in WoW the greatest gear has always been raid gear and crafting gear is simply a time filler, hence the crafting style gamer has never felt appreciated in WoW. Now with a system like this a crafter could be able to craft equal or superior gear to balance the time investment acquiring the recipes. |
| February 2, 2012 at 12:15 pm #12219 | |
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Stonyeir Player
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I do see what your saying here pathy and yes it can backfire on the community if not right. However a system that rewards certain players with something that is very hard to reach does have it advantages. If you remember the old Matrix online game, you would remember that they did something though the system they used was flawed it was the most anticipated idea. Certain characters were labeled with the ability to become “the one” on their server. Now if the content of the game had not sucked and if it wasn’t owned by Sony, this game would have done great. People crave the ability in a game to stand out, and by stand I mean in more ways then a unique look. When everyone has the same gear or the same abilities people over time begin to be the same character that just looks diffrent. |
| February 2, 2012 at 6:12 pm #12221 | |
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Duskin Player
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Thanks for reply, Pathy. Seems like you already have a system pretty closely resembling what I thought. To Stonyeir: Uniqueness, yes, I’d love to see that. Random events or such that would give special recipe to someone or something like that. Or some sort of special set recipes or something. But problem with any such things is balance; they cannot be too strong compared to normal ones. And balancing that and making new unique (only one person gets them) recipes / skills adds humongously to developers workload fastly. Not that it’s that hard to add stuff, but balancing it around everything else and so on. If they manage to make it, great. But it won’t be dealbreaker for me, seems like crafting already has nice system for quick basic advancement and mastery training for dedicated. |
| February 5, 2012 at 12:09 am #12262 | |
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Morman_Korman Player
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In my opinion the grind in refrence to character progression should not be long and infact be abtained by a casual player within at most a month. If the character progression is too slow then many of the new players who keep the game running will infact be left behind and not play the game. A good example of this would be Darkfall online and how the grind was long and left new players in the dust that new players simply quit the game. I understand how Pathy wants to make it a longer grind but make it very rewarding and interesting along the way. However, most casual players will try and find the fastest and most of the time most boring way to level up if they know it will take them many months to achieve their final goal. When it comes to faction grind such as settlement building I believe like pathy that it should be longer and not built up in a month but rather several months. A good example for why it is better to make it a longer grind on making faction settlements would be darkfall online again. Darkfall online made it too easy and un rewarding to build a city and basicly within a month the entire server had all the preset locations built up. I am using darkfall online as a refrence a lot but all in all many people have played it and its an easy refence. Basicly to sum it up i believe in a short grind but make it very customizable on how you skill up and what you skill up to make it more fun for the end game. However, I believe in a more rewarding but slow faction settlement buildup. Lastly Crafting skills should be a longer grind so when players who dedicate their time to the crafting sect of the game they will find a more rewarding and enjoyable endgame for them. |
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