Its not my thing, but don’t try to play innocent here. +% gathering yield for flagged is exactly identical to -% gathering for unflagged.
Imagine you have 100 players. You implement this. 25 quit immediately. Another 25 keep playing but tentatively, if they get ganked a lot they’ll quit too. 40 players will flag and “deal with it,” not quitting but not enjoying the game as much. 10 would be all “haha yes danger-gathering is so fun!”
Contrast this with other options to just add more to PvP, leaving the PvE’rs alone and making everyone either content with the same or happy they got something.
I would much rather have a yeild bonus over a rarity bonus. Especially if we are talking 200-300% .
However, even though this idea sounds good on paper, its actually not. Prices of resources would be devalued as alot more resources would be avaliable.
It would force players to enable pvp if they want to make decent gold per hour compared to PvP. And it wouldnt do anything about bots staying in PvE to hog all the resources.
What I meant by this might remove bots is they are making a lot less gold compared to players who flag, but yeah they can stay unflagged and camp resources.
I think part of the reason bots are successful is becuase they are able to farm 24 hours a day and stop players from accessing those resources.
The idea of making flagged PvP get double or triple the amount of resources wouldnt stop them from still hogging those resources.
And PvE players would get the worst end of the deal getting 2-3x less than a flagged player. So the wealth distrubeted would be PvP players and bots. I think the idea is too punishing for PvE players.
It makes more sense to have instanced nodes for each player that refreshes every 24 hours and after those are mined than global static nodes are there for everyone.
I think there is a big issue with bots in this game and i havent seen any good ideas on how to combat them yet. (Though im not actively searching for answers)
I think the best solution to bots is AGS needs to implement resources, time and systems to combat bots, maybe even hiring a team to combat them. All MMOs seem to have botting problems and they’ve always stuck around so maybe theres no easy solution.
Let’s look pros and cons as we can’t make everybody happy.
I’m going to add this to the original post so u can contribute to making it more detailed.
Pros
Rewards People for Flagging (bonus yield)
Brings Open World PVP
Rewards for PVP (resource drops on kill, 50%)
Might demotivate bots (fewer resources gathered. Players have more resources, Hence the price goes down)
Cons
PVE players who don’t wanna ever flag gets beaten.
Unbalanced servers become farming servers for RMT.
24/7 farming bots don’t get affected even if they are unflagged.
We already have flagged players harvesting with luck bonus and simply run. Run and run because they don’t want to fight, they’re PvEs hidden in PvP flagged color
We need to make PvP open world mean something, that isn’t artificial, so people who flag actually fight and not try to side skate the main reason, which is to fight
Influence generation rework, PvP mission rework, reasons to put the PvP flag on needs to be reexamined, adding PvE bonuses isn’t the way
I like the idea. Gathering luck is pretty meaningless for 99% of all gathering activities imo (iron wood tree farming being the one exception).
Maybe I would even go one step further: You can not farm any gathering node outside of fishing unless you’re flagged.
Fishing should be an exception as otherwise you’ll be shot in the back 24/7.
You can quest and explore the land and do whatever, but you may not harvest any node unless you’re flagged. This would get rid of any bot farming in no time.
So.
Players with 625 gear pvp, max’s, vets, etc. will not only prevent players from doing wars but do the same on gathering materials with that suggestion.
As I’ve noticed from recent OPR (which I don’t do a lot), I usually can’t kill any player but recently I’ve been getting upwards of 10 kills every OPR I do, I might do OPR twice a week. I think this is because of the returning players and they are so under geared.
As good as your suggestions sound to me who has multiple 625 full resil sets, I can’t say this would be fair to fresh level 60s or even low-level players.
Something I’ve realized people misunderstood when reading my suggestion is that. I’m not saying this will resolve resource problems or open world pvp completly. But will improve the current situation a littlebit.
Some high-level areas with ample resource nodes that force you to pvp would be the idea way but that needs a lot more effort from the devs, this is a workaround in the mean time.
DROPS_ON_DEATH would just have the whole world running 300+ con instead of dex or whatever the main target of the gathering is, and oaken blam would go up a lot in price…
I don’t think that most people get that rewards for PvP flagging it is like tieing a steak around an ugly child’s neck to get the dog to play with it. Unless it is something people organically enjoy it is not something they are going to do regardless of the rewards.
If you want to PvP with someone who does not enjoy or want to do that you are toxic to the game.
I’m surprised with that many hours and you yet don’t have experience on the forum.
Read it through, I added a mechanism to make death meaning full by dropping 50% of the loot.
So the bots who flag will lose resources and the bots who don’t will farm a minor amount of mats.
And as I’ve mentioned in the original post and many times in the replies, no this is not the best solution, but this is a workaround to fix the issues of bots and resource scarcity.
Please read the full post before jumping in and replying with nonsense about quitting.