2 Big Picture Questions

Discussion in 'General Discussion' started by MrBlight, Apr 30, 2017.

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  1. dopedwizard

    dopedwizard Avatar

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    If you look at eve there are physical tasks which make the economy work. a) you have to mine a lot b) you have to transport the items you mine so you need large transport ships to make it worth the trip c) you have long distances which actually take quiet some time to cover. d) you can lose your ships & fittings anytime in battle.

    That`s why I think time / amount constraints in some way would be the best way to go.
     
  2. Snikorts

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    time constraints would give huge advantage to power gamers and advanced guilds. Cant' see how it could be playable by casuals in solo online mode
     
  3. dopedwizard

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    That depends on at what levels of production you start making it more dificult to produce. If you can play 8 hrs a week and use those to grind than start production that takes 24 hrs. that should not limit you, as you do not play a lot anyway. But someone that is on 24/7 will feel these limitations and cannot swamp the market. I do not see how the current system helps you as a solo player?
     
  4. Snikorts

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    +1 to OP.

    At adv lvl 59 I can barely sustain myself playing solo PVE while hitting 30 000 exp per hour in best scenarios. I also die a lot in the process :)

    It would be nice to know that at some point I would even out with those hardcore players and join competitive PVP, but it won't happen if decay system will stay and there will be no caps.
    Those who would invest more time will be able to train all GM skills and sustain them. While casuals wont...
     
    Last edited: May 1, 2017
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  5. Snikorts

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    Current system doesn't help me at all ;) I feel that it takes too much time to craft anything worthwhile and it costs too much to buy it from the market.
     
    Last edited: May 1, 2017
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  6. Andartianna

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    There are already caps in this game. There is not enough time in the day to be the best crafter and the best adventurer at the same time. Easy to be mediocre but if one wants to be the best one will have to focus on one area.
     
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  7. Snikorts

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    Dunno, if people are able to get 1,2 million xp per hour it is possible to have all skills maxed out. At least adventurer ones.
     
  8. Andartianna

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    EXP for Adventuring and Crafting is a separate pool....
     
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  9. Snikorts

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    I am also little bit confused how resist/attunement works. If I am GM in air I should suck at earth skillls no? There is no negative side effects on maxing out all attunements?
     
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  10. Snikorts

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    I know :) I wrote that u can do it at least for adventurer skills, but crafting also is lacking focus.
     
  11. Andartianna

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    With some of the artifacts there are some trade offs but they did away with the opposites effects of different schools of magic.
     
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  12. Snikorts

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    good to know that, havent played much since 4-5 releases.
     
  13. null2

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    Maxed out means what exactly? Pretty sure the hard cap on a skill is level 200. The cheapest skill in terms of XP would take 15.1 billion xp to get. The highest level character in the game has about 700 million xp. That is 21x the amount of xp that the highest level in the game has. So would probably take some constant grinding for the next 15 years or so just to max out one skill.
     
  14. Snikorts

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    Maxed ou to the GM, have no idea if hard cap is 200 or not. I am all in for real hardcap in a possible amount of skills learned to GM with no decay. It would force people to specialise and even out gap between powergamers and casuals in a long run.
     
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  15. mass

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    I mostly agree with this. I think some of you are making an invalid assumption that 90% of players that come to the game will spend 40 - 80 hours a week playing. I think most people do not. Without that high rate of play, you can't really 'do everything' with in a year of playing, probably more. I'm someone who likes to be self sufficient, been playing pretty consistently since persistence, and am still struggling to become 'adequate' at everything, much less 'high end'.

    You guys saying you want caps...well here's my snarky reply to caps that I know is immensely unpopular (but would actually love to play a game that worked like this). Here's your cap: after 6 hours of play within every 24 hours, a character stops receiving xp, stops applying xp, and stops receiving drops. You can still craft, dance, and decorate. There, now run away advancement is effectively soft capped and the PVP level gap is at least limited to something reasonable and more highly rewards strategy and tactics than simply having more clicks per day :cool:.
     
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  16. 2112Starman

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    For episode 1. One can surmise that for episode 2 that everything will scale up a bit more since this is how our game seems designed. It may not be as simple as say a WoW upgrade which changed based lvl from 50 to 60 but similar.

    But the fact that the top player has 700 mil xp says something. That's probably 10 times more then I have and it would take me probably 15 years to catch up to where they are at now.

    That is kinda the problem.


    Especially since the vast majority of that XP gain was due to developer design problems, in persistence where people could make 1 mil xp an hour.
     
  17. Rufus D`Asperdi

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    I don't believe there is a hard cap... Only an exponentially increasing experience requirement that becomes impossible to maintain at or around 200.
     
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  18. Burzmali

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    PvP is working as deisgned, so I can't comment on that. For the economy, they fundementally broke it the moment they tied skll improvement to skill use. This link guarantees that while there are crafters leveling, there will be an overabundance of gear on the market for bargain basement rates and the price of raw materials will be artificially high.

    People craft gear because of the dopamine rush we get from pushing the button that coverts a pile of useless stuff into a leather vest of excessive buckles +1, because it is fun. If you want less crafters, you need to make crafting less fun, increase the failure rate or XP to level by a factor of 10.
     
  19. Snikorts

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    Crafting should be fun and becoming crafter should be conscious decision, not just byproduct of adventuring.
     
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  20. Lifedragn

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    I believe it should be fun but I also feel that there needs to be more time / play investment per item crafted BY THE CRAFTER and not by the gatherer. Such as a mini-game which might provide a bonus or penalty to your exceptional craft chance based on how well you play it. Each item crafted should provide more and consume more XP than they presently do to account for slower craft time and reduce need to also be a gatherer just to earn the XP to advance. NPCs should have purchase order quests to provide crafting XP as well as remove items created through craft grinding out of the economy.
     
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