12-22-2007, 11:29 AM
You put an OSI-like cap and make craft skills even harder you won't have a shard anymore. I can almost guarantee that, at least from an XUO player perspective.
Apparently I'm the only one who sees difficulty and fun being poorly combined with these suggestions.
The point of multiple characters is to spread out the focus of macroing. I rather start a character with 50 in mining and blacksmith than macro up to that and beyond with the character I currently use. A mule if you will. And from my experience it's quite the way to go. In terms of PvP you only need about a 1200 skill count to effectively compete in fighting.
Making magery harder won't contribute to or harm the economy. I don't think I've contributed once in the beginning due to the fact it was rather hard to get money when you're only able to play a few hours a week, and with such a low-level of magery, healing yourself through spells is out of the question. Exploring is out of the question. Hunting is certainly limited by the type of monsters and strengths of them.
Here's my summation, I'll look forward to your response, also:
1) The economy isn't going to happen. The transfer of skills allowed people to have blackrock and bloodrock armors in a matter of days to two weeks. There is of course the people who make a monopoly of goods because of the generous start off. That was promised to them so that's said and done. The economy never had a chance to prosper, not when you're basically able to be "Rich" from the start. Transferring skills has always been despised by me. I don't think skills should be the incentive for people to play. Enjoying the game on a decent shard should be the reason, but most are committed to other engagements and rather just have a tank character ready to go PvP and craft. The only way to alter the economy or make things "Better" is to set the resources gathered to a higher fail rate. The less of something usually a higher price goes for it, since it'll be more rare. Personally you shouldn't see shadow ingots until after 80 in mining.
It's really hard to establish an economy when you allow unfair advancements, but that's the business world. If you can't compete, you'll die. It's hard to find the perfect balance between economy, fun, challenge, and still keep players. These players were promised things and it still doesn't seem enough reason for them to stay.
2)People are older, have other commitments, and are tiring out. They've waited so long and I think are experiencing a bit of a burn out, mostly due to the fact their expectations aren't met, aren't really good at fighting people (who enjoys dying almost every time to someone?), have no time to play- and of course player conflict.
XUO and IN I'm afraid aren't going to get along. We've tried and I have no bias to either side. The styles they've used for so long and the memories they each carry influences their experiences on this shard, too.
Burn out is the biggest thing, I think. I'm actually playing less and less myself.
Apparently I'm the only one who sees difficulty and fun being poorly combined with these suggestions.
The point of multiple characters is to spread out the focus of macroing. I rather start a character with 50 in mining and blacksmith than macro up to that and beyond with the character I currently use. A mule if you will. And from my experience it's quite the way to go. In terms of PvP you only need about a 1200 skill count to effectively compete in fighting.
Making magery harder won't contribute to or harm the economy. I don't think I've contributed once in the beginning due to the fact it was rather hard to get money when you're only able to play a few hours a week, and with such a low-level of magery, healing yourself through spells is out of the question. Exploring is out of the question. Hunting is certainly limited by the type of monsters and strengths of them.
Here's my summation, I'll look forward to your response, also:
1) The economy isn't going to happen. The transfer of skills allowed people to have blackrock and bloodrock armors in a matter of days to two weeks. There is of course the people who make a monopoly of goods because of the generous start off. That was promised to them so that's said and done. The economy never had a chance to prosper, not when you're basically able to be "Rich" from the start. Transferring skills has always been despised by me. I don't think skills should be the incentive for people to play. Enjoying the game on a decent shard should be the reason, but most are committed to other engagements and rather just have a tank character ready to go PvP and craft. The only way to alter the economy or make things "Better" is to set the resources gathered to a higher fail rate. The less of something usually a higher price goes for it, since it'll be more rare. Personally you shouldn't see shadow ingots until after 80 in mining.
It's really hard to establish an economy when you allow unfair advancements, but that's the business world. If you can't compete, you'll die. It's hard to find the perfect balance between economy, fun, challenge, and still keep players. These players were promised things and it still doesn't seem enough reason for them to stay.
2)People are older, have other commitments, and are tiring out. They've waited so long and I think are experiencing a bit of a burn out, mostly due to the fact their expectations aren't met, aren't really good at fighting people (who enjoys dying almost every time to someone?), have no time to play- and of course player conflict.
XUO and IN I'm afraid aren't going to get along. We've tried and I have no bias to either side. The styles they've used for so long and the memories they each carry influences their experiences on this shard, too.
Burn out is the biggest thing, I think. I'm actually playing less and less myself.