George Black wrote: » Are you serious? If you can master all skills, basically becoming 100% self sufficient, what is the point of a social based economy? Sell 1000 potion stacks for 1g less than the cheaper guy around? Sell 1000 meals 1g less than the cheapest guy around? Sell 1000 runes 1g less than the cheapest guy around? Have you never played a game before where people NEED other players? Ideas like that have ruined economies and lowered the value of gold to the point where it's replaced by many many alternative currencies and their 'stores', forcing you to collect them by doing narrow and repetitive tasks. As for your other suggestions, personally I play video games for the adventure. Not to simulated a medieval tradesman. I dont want to spend all my time in a town, 'upkeeping' my blacksmithing.
George Black wrote: » You may think "you dont have to master them if you dont want to". Really? If everyone has the potential to do something, everyone will do it, as to not fall behind. It's how things work. I dont want to spend my time doing ESO again.
ClintHardwood wrote: » George Black wrote: » Are you serious? If you can master all skills, basically becoming 100% self sufficient, what is the point of a social based economy? Sell 1000 potion stacks for 1g less than the cheaper guy around? Sell 1000 meals 1g less than the cheapest guy around? Sell 1000 runes 1g less than the cheapest guy around? Have you never played a game before where people NEED other players? Ideas like that have ruined economies and lowered the value of gold to the point where it's replaced by many many alternative currencies and their 'stores', forcing you to collect them by doing narrow and repetitive tasks. As for your other suggestions, personally I play video games for the adventure. Not to simulated a medieval tradesman. I dont want to spend all my time in a town, 'upkeeping' my blacksmithing. Even if you don't want to play a medieval tradesman simulator, there are many players who do enjoy 'maxing' skills. Just take a look at Runescape. The most successful sandbox game of all time allows every player to level every skill without limit, and many high level players remain engaged to do so. Part of the reason New World is successful is because you can level your gathering and production skills without limitations. Also, if you think people won't just get around these arbitrary mastery limits with alt accounts, you're in for a rough time. Have you played a game where people needed other players? Alts are what happen. By providing a soft balancer for trade skill masteries, discouraging yet allowing them to happen on a single account, you can prevent the mule crisis that plagues most games with arbitrary limitations like those AoC intend to introduce. Then again, maybe the devs wants alt accounts for the additional subscription money, and with the large sums invested into AoC, I don't blame them.
ClintHardwood wrote: » When people play MMOs, they like to see the potential for infinite progression as if their journey will never end.
Aerlana wrote: » ClintHardwood wrote: » When people play MMOs, they like to see the potential for infinite progression as if their journey will never end. You are totally right. I like MMORPG for this neverending journey my characters do, improving in different way. But the second M is for "multiplayer" WoW, FFXIV are for me "false" MMORPG because there is no need to interract with other players... i mean in FFXIV you can even do some dungeons with... NPC, you can't even do MSQ as a group due to all "solo instanced" quest... And FFXIV/WoW are not the only one... On, FFXIV you can do all craft, i know, i did it, and did craft for free for the whole FC and friends. Because was the only one masochist enough to get the top-craft stuff. So what ? i didn't need anyone to do what i needed. On wow, doing reroll is not hard, easy to get all gathering/craft and again, play without anyone else. With AoC limit. (1 tree per character, and then, freehold 1 per account) we will have to buy what we can't do ourselves. Even more, in guild, it will be a guildwork. Some will gather, other will process, and last will craft, each one will do its part. and will depend of the other, making bound between guildmate stronger and force to see guild for more than just "people i do bosses with" The spirit behind this idea is making people work together also about craft. I understand frustration for you to not be able to do "always more" of all these, but it is to make you even more in need to work with other.
Khronus wrote: » @ClintHardwood There is a thin line between "remain engaged to do so" and "addiction and nostalgia" when it comes to MMO's. Players do enjoy maxing skills, which is one strong reason I am against your idea. I don't want to feel the need to max everything. I don't think alts should be used as a counter to this argument. You want to make an alt that can master additional paths? Go for it. I commend you for spending the time and keeping the game going with fresh characters and being able to explore new classes. I plan on having an alt myself even though I never played an alt in any MMO before. Summoner just sounds so fun.
Dygz wrote: » LMAO The system will not flounder. You just won't like it. If you want to spend the time making a bunch of alts to get them to max level in several Artisan professions, that's great.
Melofeign wrote: » I understand that alts, whether that is separate accounts or multiple characters on the same account, is a way for individuals to opt out of the multiplayer experience if your abilities are limited on a single character. I do not understand how any of the suggestions that you have put in your original post will help against this. If ANY barrier is deemed too high by an individual, then going to alts to get around it are an option. I feel that the guild or node structure is designed to assist with this community feeling, and improving your skills by doing them can help offset any profit concerns. If I gather herbs, I get xp for that. I can hand those herbs off to my processing friend, or nodemate, or guildmate, and they can get their xp from processing it and handing it back to me. I don't have to sell it to them. The processor gets their xp. I can take those processed items and visit the node/guild mate to turn it into something useful for me. That craftsman gets the xp, and I get an item. So you'll have the soloers that will have to login separately to do each step, the node/guild structure that will distribute those steps amoungst members, and then open market folks that will look for the players that just want coin for their stuff and turn a profit. All 3 ways should be viable, but at different scales. I'm ok with that. So if you want to alt it up, great! I don't think you'd need more than 2 accounts to do so. But to get to scale you'll need acquaintances, and I think that is what the game is shooting for.
ClintHardwood wrote: » I do like the system AoC has in mind, but I don't think it'll work. If you want to tell me why you think I'm wrong that's fine, but just saying I'm wrong doesn't prove your point and only solidifies mine. Good intentions do not make good game systems. We need failsafes in place to keep the economy community-driven. Artificial skilling limits do not accomplish that.
BaSkA13 wrote: » However, correct me if I'm wrong, you will be able to reach a certain level in every trade skill, but only a couple of them will each character be able to master. That is, for instance in gathering, the same character will be able to cut trees, mine ores, go fishing and harvest plants, however only one of those will you be able to master.