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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Make Artisan Professions and Life Skilling Great Again
Squealer
Member
Hey, i am not super into the game that i know everything about it. So maybe what i want to add is already a thing or was already spoken about. Nevertheless i want to bring this idea up.
I was never a PvE or Life Skill Player, because i think Life Skilling was very boring in any game i have played so far. Lets take lumberjacking for example, you go up to a tree press a button to chop and your character starts working. Depending on your equipment it takes 2-10 seconds for example. The experience as a player is watching the character do the work. Although, the character does the work, the work itself doesn't have much character.
Why not add a sort of mini game mechanic, where if you perform good in a "lumberjacking mini game", you can speed up the progress of chopping the tree. Therefore, not only your equipment decides how fast the Tree gets chopped down, but also your personal skill.
This would be really cool for certain Skills like Smithing. As far as i know with crafted equipment, it goes as follows (correct me if i am wrong):
1. You slay a certain creature or Boss
2. You get not the rare equipment drop but a material
3. You search your local Smith, give him the materials for a weapon for example
4. And depending on his profession rank the weapon will have good or bad stats
The mini game idea would be really cool here, because not only depending on the level of the smith, but also on the performance in the "smithing mini game" The weapon has better or worse stats. This would create a certain aspect of individuality aswell.
This would make Life Skilling for me, a PvP player, much more enjoyable, because i have something to do and dont watch my character do the work. Ofcourse, someone could do it the normal way just waiting but that takes more time then. This would also really reward active playing and that way you can be more productive than someone else afk Life skilling, for example at processing huge amounts of wood or afk fishing stuff like that.
I was never a PvE or Life Skill Player, because i think Life Skilling was very boring in any game i have played so far. Lets take lumberjacking for example, you go up to a tree press a button to chop and your character starts working. Depending on your equipment it takes 2-10 seconds for example. The experience as a player is watching the character do the work. Although, the character does the work, the work itself doesn't have much character.
Why not add a sort of mini game mechanic, where if you perform good in a "lumberjacking mini game", you can speed up the progress of chopping the tree. Therefore, not only your equipment decides how fast the Tree gets chopped down, but also your personal skill.
This would be really cool for certain Skills like Smithing. As far as i know with crafted equipment, it goes as follows (correct me if i am wrong):
1. You slay a certain creature or Boss
2. You get not the rare equipment drop but a material
3. You search your local Smith, give him the materials for a weapon for example
4. And depending on his profession rank the weapon will have good or bad stats
The mini game idea would be really cool here, because not only depending on the level of the smith, but also on the performance in the "smithing mini game" The weapon has better or worse stats. This would create a certain aspect of individuality aswell.
This would make Life Skilling for me, a PvP player, much more enjoyable, because i have something to do and dont watch my character do the work. Ofcourse, someone could do it the normal way just waiting but that takes more time then. This would also really reward active playing and that way you can be more productive than someone else afk Life skilling, for example at processing huge amounts of wood or afk fishing stuff like that.
0
Comments
Unfortunately the main reason I'll oppose this is always the same.
Unless designed a really specific way, it just encourages botting. If it's designed that way, I'm okay with it, but I don't feel like it works well for gathering.
Probably a really nice addition to the overall experience, unfortunately hampered by the current climate of gaming we are in.
Unfortunately the main reason I'll oppose this is always the same.
Unless designed a really specific way, it just encourages botting. If it's designed that way, I'm okay with it, but I don't feel like it works well for gathering.
Probably a really nice addition to the overall experience, unfortunately hampered by the current climate of gaming we are in.[/quote]
Cheating will always be a thing and thats in the nature of the digital world. Therefore, i would not count this as a solid argument, because if we think this way of thinking further, why create anything in the first place? because a cheater could come by and be better than you.
Nevertheless, making it harder for cheaters would be the biggest challenge for the devs i guess.
Edit: oops dont really understand the quoting system ^^ anyway.
I am saying that it's not good to add a minigame that a bot can't do because it will frustrate players, because bots are better at minigames than most players.
But, I hope Intrepid once again sees the positive reaction this can bring from players and has some good designs for it. Just got a bit too carried away there, I should have been more attuned to this sort of mindset:
Do your best, guys.
My overall thought process on this topic is: I want to be able to be known on my server as a skilled crafter, gatherer, etc. And not because I put in the time, or obtained the best gear...but because my skill as a player matters.
This is most often the case when it comes to combat, but almost never the case in professions.