Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting.
Noaani wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. This is how it should be. Crafting should be optional. Using crafted gear should be optimal, but not required.
Xeeg wrote: » Noaani wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. This is how it should be. Crafting should be optional. Using crafted gear should be optimal, but not required. Why put it in even? Its just a noob trap. Anyone who tries crafting just falls behind everyone else and can't compete in pvp. Might as well play a different game.
Noaani wrote: » Xeeg wrote: » Noaani wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. This is how it should be. Crafting should be optional. Using crafted gear should be optimal, but not required. Why put it in even? Its just a noob trap. Anyone who tries crafting just falls behind everyone else and can't compete in pvp. Might as well play a different game. That is an issue with where crafting is at right now - that is what needs to be fixed. Low level crafting needs to be simple - add that complexity in later. The problem Ashes has now is that they are trying to have nearly end game level complexity with crafting on low level stuff. Low level stuff results in low level benefits, and so should also require low level effort.
Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. Crafting is mostly a noob trap time waster. The only way I can see this game working is if they completely stopped all monster/boss drops and only dropped mats. Trying to grind to max level in starter/novice gear will become such a slog that people will actually be incentivized to stop the leveling grind at some point (high teens?) and instead work on getting the professions up and so that leveling becomes more time efficient. As long as we can gear up/level up without wasting time on nodes/professions then those things are just a noob trap to slow down players who dont know any better.
daveywavey wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. Crafting is mostly a noob trap time waster. The only way I can see this game working is if they completely stopped all monster/boss drops and only dropped mats. Trying to grind to max level in starter/novice gear will become such a slog that people will actually be incentivized to stop the leveling grind at some point (high teens?) and instead work on getting the professions up and so that leveling becomes more time efficient. As long as we can gear up/level up without wasting time on nodes/professions then those things are just a noob trap to slow down players who dont know any better. Yeah, I think it would add more interdependence between levellers and crafters. Make it a social game again!
Noaani wrote: » daveywavey wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. Crafting is mostly a noob trap time waster. The only way I can see this game working is if they completely stopped all monster/boss drops and only dropped mats. Trying to grind to max level in starter/novice gear will become such a slog that people will actually be incentivized to stop the leveling grind at some point (high teens?) and instead work on getting the professions up and so that leveling becomes more time efficient. As long as we can gear up/level up without wasting time on nodes/professions then those things are just a noob trap to slow down players who dont know any better. Yeah, I think it would add more interdependence between levellers and crafters. Make it a social game again! No, it would add resentment. Interaction between those fighting and those making should be voluntary, not manditory. People should want to seek out a crafter because they found a rare item they can have made in to something special, or they have saved up enough coin to purchase a specific upgrade - not because they are still using gear that is 8 levels below them with no real hope of finding upgrades any other way. All of those "wouldn't it be great if MMORPG's were like this again" things need to be done in a way where players feel like they are chosing to do that, not in ways where they feel they are being forced to do that.
daveywavey wrote: » Noaani wrote: » daveywavey wrote: » Xeeg wrote: » The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting. Crafting is mostly a noob trap time waster. The only way I can see this game working is if they completely stopped all monster/boss drops and only dropped mats. Trying to grind to max level in starter/novice gear will become such a slog that people will actually be incentivized to stop the leveling grind at some point (high teens?) and instead work on getting the professions up and so that leveling becomes more time efficient. As long as we can gear up/level up without wasting time on nodes/professions then those things are just a noob trap to slow down players who dont know any better. Yeah, I think it would add more interdependence between levellers and crafters. Make it a social game again! No, it would add resentment. Interaction between those fighting and those making should be voluntary, not manditory. People should want to seek out a crafter because they found a rare item they can have made in to something special, or they have saved up enough coin to purchase a specific upgrade - not because they are still using gear that is 8 levels below them with no real hope of finding upgrades any other way. All of those "wouldn't it be great if MMORPG's were like this again" things need to be done in a way where players feel like they are chosing to do that, not in ways where they feel they are being forced to do that. Hard disagree. But we're not going to change each other's minds, so no point in prolonging everybody's agony.
Xeeg wrote: » Can we just get rid of boss/monster drops altogether ?
Vhaeyne wrote: » I think the drop rates on named mobs are way too high, and the spawn timers are far too predictable. We shouldn’t be contesting spawns down to the second. I enjoy the world PvP that comes from fighting over these mobs, but I’d rather be fighting for materials to craft items—not for full items themselves. As it stands, crafters don’t really need to exist. We could coast all the way to August just fighting over named mobs on fixed timers, never crafting anything, because no one is motivated to push nodes to the level of the player base.
Ludullu wrote: » I got no clue how difficult it is to implement all that stuff, but I do find it real damn weird that we've had so much static respawning across the board. Normal mobs should have a +-3min window and named ones should be at least on a +-30m imo. Anything that's valuable enough to attract competition should not be so damn predictable that competition seizes to exist, cause people in the know can simply be there at the respawn time at second 0, get the first hit buff on loot rights and then completely ignore any potential competition completely. Best L2 contests for content happened during the times when the respawn timer went deep into the + range. With each minute and each failed pvp battle the tension would rise, because THIS one might be the last attempt to remove the competition from the location. And when you did manage to remove them juuuust in time for the respawn - the reward would feel that much better, because it was truly earned.
Azherae wrote: » Because one way or the other, it's true that you can generate a lot of bad sentiment when the timer happens to be +enough for some group to have to disperse due to availability of members, especially if the new window is something like 8h+?90m from last death.