and there should be specific zones for those not flagged. Specific zones for those gathering while flagged. how is this an issue lol.
It’s an option for flagged and non flagged players.
and there should be specific zones for those not flagged. Specific zones for those gathering while flagged. how is this an issue lol.
It’s an option for flagged and non flagged players.
Oh man, can’t wait for entire companies to camp out zones and monopolize the entire markets worth of resources because they can collect more resources than a solo pve player ever could, thus forcing everyone to either join a strong company and flag for PvP or quit the game.
Yes, yes, very good for the health of the game.
I swear, PvP players prove time and time again that they are a bunch of toxic elitist.
This creates a bias towards PVP players and no I do not feel gathering itself it PVE or PVP. How about they create a new PVP instance where you can harvest resources while PVPing?
You would get the same amount of resources as a PvE player if you die. I fail to see how that favors PvP players.
The issue is that PvE players assume that a gathering profession is PvE based.
I am a multi rank 1 pvp player in WoW for nearly 15 years and I love to do professions. I have not done a raid in years, so I dont think i would be a PVE player.
This post was not to create an argument. Often times, in most MMO’s, PVE players are constantly butting heads with PVP based players for no reason. This system would create opportunity for those not looking to be flagged.
Think about it, If you dont want to flag, there may be less competition because those willing to flag, are now in the flagged zones, or vice versa. No more bots, Economy fixed.
Because you honestly think with that sort of system, people would still be solo gathering.
Everyone who is able will do gathering runs with friends or entire companies and entire companies would monopolize the best farming routes, forcing all pve players to seek lesser farming spots and allowing companies to control the market price of all resources since they will have the majority of them.
So don’t flag. Simple.
Do you know what the difference between a PVP player and a PVE player is? PVP.
Really that is it. You can call dungeons as being PVP content or gathering as being PVP content if you like, but the idea is that interacting with objects that not players are considered interacting with the environment (PvE). This is why many thumb crafting as PVE.
If PVP players just want easy kills, just ask for a PVP server some more. That way you can kill level 10s as a level 60.
Economy fixed by allowing the biggest and baddest company on the server to essenstially become Amazon itself and control the entire market because they don’t have to compete with anyone because they’d control the best farming zones, while pve players have to snipe resources from each other and camp out single nodes to ever actually gather anything because anyone who isn’t in the Amazon company gets nothing.
so fight for the resources…
Why should everything come easy? I dont understand that mentality. Everyone wants everything to be easy these days.
A high end material should be fought for, hence its rarity.
Your thought process is that you should be able to mindlessly run around for hours at 0 consequence, have 100 bots in the area also gathering for 24 hours straight so that t5 resources are worth 0.01 on high pop servers. Very interesting mind set my friend.
Tradeskills are easy? I can tell you on a high populated server, its not easy. In fact, it can be difficult. I do not believe this conversation is really about Tradeskills though, I believe its more about the economy as gathered resources are a hot commodity that can make good profit.
Ehhh. . . . this, subject. Alright. inhale So commonly crafting in mmo’s is purposefully inconvenient resulting in a massive test of patience and hellbent stubbornness. NW is no exception in this matter due to the massive material overhead required in T1 materials. Typically few people that play mmos, or games in general for that matter, have the patience and hellbent stubbornness required to max out their crafting skills. Crafters, or specifically Crafters that live to craft in such games, are typically an ornery bunch to begin with due to this ever present reality, myself included. We’re usually one “Crafting attempted failed” from flipping a desk over due to this. So if I was forced to PvP constantly to gather the materials required to simply train the skill, I would simply not bother because it’s frankly not worth the extra stress. If you own factory that makes furniture, you don’t go to a rival factory that makes furniture and kill all the workers because “Lol it’s a competition.” If you want to compete with crafters and gatherers? Be a better crafter and gatherer. Or just leave us alone. Thanks 
I didn’'t say trade skills are easy. I said the gathering aspect is. Unless of course you are competing against the 10 bots in the area and 5 players also gathering. Hence why there should be high risk zones.
If a botter is in the high risk zone, well, they are probably going to die. If you have a player contesting your nodes, well, fight for them, send them back to town…
Who said that was the thought process?
And your suggestion is literally what you just described, it would be easy for everyone in that company. Everyone else will just server transfer to find a server without a company like that, effectively killing that server. And once every server has a company who owns all the best farming zones and controls the market price for all high end resources, everyone will either give in to their market overlords or quit.
How the game is now, at the very least, prevents any one person or company from having a monopoly.
And you can’t use bots as an excuse when they are already introducing many anti-bot systems. Like disabling Family Share on Steam so bots can’t create endless free accounts. Preventing trade until level 10 and 72 hours.
It may not stop the bots completely, but it will slow them down and make the consider if it’s really worth it anymore.
then say goodbye to 90% of players who still playing this game
mm, it’s a PvP game with forced PvE components.
War: PvP
Factions: PvP
PvP missions: PvP
Crafting system: PvP (why do you think the original crafting design of this game requires you to craft 4000+ items to hit max level? Hint: Those were to be replenishable items on death)
Territory control: PvP
OPR: PvP
Ability to control zones/resources: PvP
New PvE content
Expeditions: Newly added to appease the PvE playerbase. There’s only 2 endgame
Crafting: The only “invested” crafting is voidbent. 1 item, out of…?
Crafting weapons: Legendary crafts were such a new feature, that they weren’t even implemented in the game on release. We’re still missing how many different components to craft pre-selected legendary weapons?
Arcana: Locked at 585 because it was a NEW mechanic to include in depth crafting.
Quests: do we need to go there?
Don’t get me wrong, I enjoy both PvE and PvP games. However, this game is still heavily undecided on which way it wants to go. Lets just say there are far more PvP systems in place than there are functioning and repeatable PvE content in place.
There is a penalty already…
All the running around, waiting for resources to respawn.
We dont need to be flagged for pvp…
Resource gathering, etc, is a pve thing to do, not pvp.
The respawn rate just needs to be lifted a little…
Or…Maybe different respawn rates on high population servers, lower respawn rates on low pop servers…
I understand what you’re saying, however it still opens up way too much botting as well as a MASSIVE MASSIVE flow of resources in the marketplace, resulting in their value to almost 0.
If you don’t understand economics, it may be something difficult to fully understand.
Ehhh this isn’t really a solution to bots. Yup, you’d be able to kill bots if they had to flag to gather resources. Neat. It’s a bot, it doesn’t care. It’ll just respawn and go about it’s business. Yup, I’m sure there are quite a few people that would get a kick out of spawn camping a bot. But, they’ll just keep attempting to run as they’ve been programed, and said people will eventually get bored. Yep, massive flow to resources results in their prices being low. But if people aren’t buying, that price isn’t really moving up. Yep, bots are a problem. But if people want to kill them, and take the time to express how much they want to kill them, then they have the time to report them. Also, this doesn’t involve forcing people, who simply don’t want to deal with being hassled while gathering, to be hassled while gathering.
I have seen this theme in other posts, and again my view on this:
Forcing any type of PvP on players is a crappy model for a game that is geared towards both spectrums. Now if flagging offers more incentives to include a bonus for gathering, sure why not? They already get an xp boost and luck boost was added recently. Personally if the PvP community is this unhappy coexisitng with those who won’t flag I think PvP only servers should be offered or at least have some areas which offer resources and require flagging. This last suggestion for flagging areas should not include any main story line or advancement requirements, but some rewards for the added risks.