Consumables. Do we really need them?
I am bias and love EQ. I see a lot of potential for this game as well. One of the aspect that persuaded me into kickstarting AoC was hearing Action has Consequence and Player Driven events.
When I hear player driven events - I hear teamwork. Not just individuals doing their own things and things just happens.
I hear goals.... team orientated goals. Everything is made by the players, shaped by the players.
This all funnels down to Reputation and accountability as well.
Now what does all of this have to do with Consumables?
In everquest, HP Pots and Mana pots didnt exist. There were all sorts of significant downtimes, from XP Loss, Player Death - Corpse Run and having to sit down and wait for HP and Mana to refill.
Consumables is a CONVIENCE thing. Without it - we have to wait to fight again,
Solo player can kill a mob but wont be able to fight the next one for a few minutes.
In everquest, it wasn't rare to wait 5-6 min before you kill again. You can see 10-15 mobs all around you, but you can only kill 1 every 5 minutes.
Thus it encouraged players to group, to maximize XP.
Some quick math of EQ leveling
level 39 enchanter, fighting a level 39 Hill Giant (These are factual numbers pulled from EQ xp chart)
the XP needed to hit 40 is 5,336,400
Hill Giant gives 114,075
5336400 divided by 114075 = 46.77 aka 47 Hill Giants needed to kill.
As a solo enchanter, the fight encounter will take me 2 minutes to kill 1 and depleting most of my mana.
47 giants x 2 minutes = 94 minutes
I now have to sit for down for 5 minutes to recover my mana to full.
94 x 5 minutes = 470 minutes divided by 60 minutes = 7.88 hours. Almost 8 hours of me grinding solo on Hill Giants.
During these downtimes, I am chatting, socializing with guildies or world chat.
It encourages. IMHO We should slow the pace of our PvE content down, make it meaningful.
Consumables is a cheap cop out and takes what makes Healers important.
Let's revisit the above scenario
47 Hill Giants are needed x 2 min to kill = 94
downtime is now 2 minutes (potion CD = 60 sec worse case) = 188 minutes / 60 minutes = ~3 hrs
Those pots erased 5 hours of content / grind
Since I am now on the subject of XP, using EQ equation.
5 level 39 players fighting a lvl 39 hill giant.
Hill Giant gives 114,075 x 1.25 bonus = 142,593 XP divided by 5 players = 28,518 per kill.
You need 5,336,400 XP to level up.
5,336,400 divided by 28,518 = 187 Hill Giants to kill.
As a Group it takes 25 seconds to kill 1 and there are plenty of roamers. Let's say 8.
Respawn rate in EQ open world is 6 minutes.
8 Hill giants at 30 seconds (added 5 second for travel/pull time) = 4 minutes kill time, 2 minutes downtime = total 6 minutes - just as they are respawning again.
Hill Giant XP= 28,518 x 8 Hill Giants per rotation = 228,144 per 6 minutes
5,336,400 total XP needed divided by 228,144 rotation = 23.4 rotations needed.
24 rotation x 6 minutes = 144 minutes to level up as a group divided by 60 minutes = 2 hours 24 minutes.
Consumables little bit over 3 hours solo.
I'd rather have them solo without consumable, it is still VIABLE to play that way, but the game encourages and rewards grouping.
Now, u got 2 min downtime, chatting with party mates. Or 5 min downtime, chatting with node/guildies.