The crafting is bad too
Gathering needs adjustments and then I would say that crafting would be fair. I think if they give folks to much control, then it could create the standard negative impact on most MMOs economy. At least with some random elements in gear, you are not indefinitely guaranteed the most desired items to monopolize on.
If they give absolute control, then I feel they should add an element that can allow the item being crafted to fail and consume the resources.
Personally, I actually feel that if a crafter crafts the same items over and over, there should be an experience watermark for each item that allows the item to get better and better every time the same item is crafted.
Too many cheaters ruined it.
I have 2 major issues with the crafting in NW.
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Because of loot drops there is no resale value of almost anything you craft so the economy is not really player driven in that way.
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Crafting named items should not have random perks. My friend got a named lifestaff schematic drop and the perks in the pop up said blessed and something for beacon. This lifestaff is a 500 GS level 40 usable. When crafted it got neither of the perks.
The reality is that pvp scaling has never been good in mmoâs. There are just too many variables to manage to keep it all on a level field. Abilities, gear, and stats all have to be homogenized in order to make it a fair fight and thatâs just not something that matches with the rest of the gameâs goals. The best mmoâs only get to acceptable, but never good.
As for open world, itâs always going to be a tangential bit. The myth of open world pvp is of players meeting and having small scale skirmishes, but thatâs not how it goes. Fights get reported to guilds/companies/factions and that one-off fight inevitably means the victor has to worry about getting ganked by groups out for revenge. Heck, itâs just as likely that the other player is bait to sucker in a victim for their friends to pounce on the moment fighting starts.
Dynamics as they are, pvp players tend to be more group oriented so itâs far more likely that the random person you encounter is grouped or in conversation with a group and will be more than a momentary diversion.
So, folks just avoid it. The population into that sort of game play just isnât sufficient to maintain servers. Plus, the way the game works, a server needs non-pvp players to operate. Most non-pvp activities arenât much fun on a pvp only server so it means pvp players having to do it themselves or nobody spends the time doing it.
Its a reductionists socratic method exposing your claims. Working quite well, too.
Resets every X number of days. Because thatâs the only way full loot works.
Well⌠I mean the settlers are supposed to be united against the corrupted anyways⌠xD
It could go either way.
The biggest mistake NW made was creating the PVP flag, allowing carebear wow kids to flood the game and then come to these forums, youtube, etc (asmongold cough) and talk about nothing but PVE, content, blah blah blahâŚ
First of all because they are too afraid of in-game loss of any kind, with their addiction to instant-gratificationâŚ
Secondly because they arent good enough gamers to play a pvp game anyway (proven by decades of anyone attempting to do pvp in wow causing a tsunami of crybabies in forums etc).
Anyhow - that is the actual problem.
The status quo however is still this:
- NW built an entirely new engine, built its entire physics and server-client architecture as well as character movement - around PVP. Skill systems. An attempt at balance. Etc. This will never change. It is a pvp engine.
- The single and only thing preventing full-pvp is the pvp toggle. They could remove it, and remove all carebears and pve kids from the game and leave the rest of us in blissful enjoyment⌠Though I doubt this will happen (alpha was like thisâŚoh glorious alphaâŚ)
- 90% of endgame revolves around PVP. Territories, endgame activities both large-scale and small. The only endgame activity NOT PVP is the few end-game expeditions, which were added much later in beta, to cater to said pve wow kiddies.
- They would be required to build a massive amount of end-game content, activities, and entirely new fundamentals in the game to turn this into a pve game. None of that foundation really exists, except expeditions, which they could build off of. Everything else theyâd have to do would be A) completely new; and B) things they have never talked about doing before.
I am here because I come from the glorious PVP MMO genre. Shadowbane, UO, DAOC, EVE, MortalâŚI wont list everyone but those who know, get the point. Those who dont, are still here complaining about lack of PVE content in a PVP game that made the silly mistake of putting in a PVP toggle and confusing those silly PVE kids into thinking it was a game just like the others they playedâŚ
The door is over there, kiddos. â>
Good, PVE will keep this game around for years. In all the games I have played, its always the same, the minority group (pvp players) bitch and moan then quit.
Just look at your complaints, its always the same, balance and mechanics, no game gets that right.
People are smart and always find the best builds that makes things seem unbalanced or there is an outright advanatge to use a certain weapon or build.
It already is.
It will be if they cant fix the exploits and the dupes.
I see Fallout 76 all happening again.
A lot of players are still leveling and learning the game. Plus the game needs a lot of fixes.
As for open world, it rarely survives. It might here but they need to rework the PvP missions. Or do something like: âif you kill someone who is on PvP missions your faction gets 1/3 of the rewards towardsâŚâ etc. ect. and the player gets some rewards. Right now they are just about who can run back and forth the quickest, with only true PvPers entering combat because they want to just fight. There are other ways to incentivize these missions, as well.
As for open open, much more difficult. I think the answer is 1 or more of the unopened lands be RvR, you go there you are flagged. Or, all lands can be âturned on for PvPâ for say an hour, maybe if the fort gets take or what not. (get 10 minutes to leave, some PvEers will cry but having to leave for 1 hour is nothing and always something to do elsewhere. And make it so only 1 land can be turned on at any time).
Stuff like that. But RvR land is probably best. Along with PvP mission changes.
PvPrâs donât have numbers to sustain a single server. PvErs sustain MMOâs development financially. Tell me about a open PvP MMO game that has the longenvity of a PvE with optional PvP? WoWâs, GW2âs and others devs are smarter that you.
They should do this, then they would only have to pay for one half full server until the next FotM PVP game comes out and you all move over to it and bitch about how bad everything is.
I would say that the biggest mistake NW made was not the PVP flag itself and all the PVE style players who want to play the game. I would argue that its because they build the game on PVP to begin with and prior to release, after deciding they wanted more of a all styles of play game, they did not test it enough with their new audience to come.
I do not view their desire to change for more community as a mistake. In fact, I applaud them for this.
Agreed, we essentially payed for an early access game without the âEarly Accessâ title.
Irony is the fact that the full PVP MMORPGs are the only games that have financially flourished 10+ (even 20+) years after their release.
Ultima Online and EVE are the best examples. Look them up.
While you pve eyecandy kiddies flock to new games on a monthly/yearly basis chasing the next epeen comparison social fart games because you are not actual gamers. You are there for a replacement to your non-existent social lives.
While we gamers are here for competitive gaming, and the competitive MMORPGs that build solid games are successful for decades.
They can cater to a long-term, adult, competitive gamer market which is the #1 market in gaming and the longest lasting viable market in gamingâŚ
Or they can cater to pve wow kiddies who will consume whatever content they throw out within a few months, complain that theres âno more contentâ, cause constant and never-ending customer service problems (including 99% of the forum posts which are pve kiddie spam), are the worst possible customers (they have much less $$ to spend on gaming than we do), and see their game die within months, possibly at most a few years, when something more shiny comes alongâŚ
As a veteran gamedev and investor in this industry I know this cycle personally and economically, it forms the basis of our investing in the gaming sector, and we have been very successful investing in games that have lasted over a decade.
AGS is not a company that has outside investors obviously - but they do have inside investors - and their goals will fail if they cater to PVE kiddies because I happen to know what their goals are⌠AGS was created by AWS to prove that AWS is a viable platform for live-service games. So that other gamedevs and publishers will start using AWS as their infrastructure for said gamesâŚ
This goal will fail if NW caters to PVE, changes the entire game around to become a PVE game, and then falls flat on its face in a short time period - which is guaranteed to happen if they were to do this.
Youâre not capable of understanding any of this of courseâŚ
Lets be honest though about UO, they split the servers and trammel was always more popular.
Maybe you should stop to predict something when you donât even know what they will do in 3 month.