Taaku wrote: » Could also have the Mayor of the node implement a "only residents" can harvest on the node. If they aren't a resident then they could auto flag. Would also make your choice of home node matter a bit more.
Depraved wrote: » so big guilds can organize themselves and lock down farming areas and block content from players, but they wont destroy land? tbh i dont really care about the land. im just arguing because combat, my favorite thing to do after building my char, was punished by a system and possibly by is, but other players playstyles isnt. if you declare war and they dont accept it, can you still kill them without consequences?
Depraved wrote: » yeah but i mean in aoc. i suppose it will work that way but we dont know for sure. hopefully, it will work that way
George_Black wrote: » Spare me the pseudo philisophies. How is this relevant to changing this open world mmo into scripted gameplay sessions? If you are worried about people gathering in your area go and PK them. Your problem. Dont flag them because they will be an incovenience to you. Same thing with leveling up. If somebody is taking mobs near me I pk him. It's my problem. I dont expect tje devs to autoflag him because he takes away my potential xp. People kepp asking for things that are to THEIR BENEFIT. Not the benefit of the game. THEIR COMFORT. How can you even type stuff like that and not expect to be told off?
George_Black wrote: » Look at me wasting all this time... If organized masses of people come to take away your rocks, that means they are in a guild. Declare war on them tree chopping rock stealing guilds and pvp them without PKing. You dont need extra systems, like the other guys has been suggesting "soft flags" and what not. Bye
truely wrote: » I'm not sure I understand the problem. Just because resources are in a node doesn't negatively affect the node apart from the fact the resources are near by/easier to gather? To me this seems to be a bit of a stretch suggesting this is an issue. Just go to another node and gather resources there.
NiKr wrote: » George_Black wrote: » Look at me wasting all this time... If organized masses of people come to take away your rocks, that means they are in a guild. Declare war on them tree chopping rock stealing guilds and pvp them without PKing. You dont need extra systems, like the other guys has been suggesting "soft flags" and what not. Bye A guild decided to sunk a node. That node needs a ton of mats to prepare proper defenses. They need rocks and trees in huge amounts. The guild prepares everything for the siege scroll, then makes the minimum lvl alts to go farm out every tree and rock in that node, so that they don't respawn for some time. Depending on the size of the node and the guild, this might take one evening. The guild then uses the scroll and now the node citizens have to go to other nodes to get all of those resources. But all the others nodes are not interested in destroying their own ecosystems so they block the intruders to the best of their ability. If that original node has allied nodes - the guild can just go farm out their lands too. Because again, for a big enough guild that's not a problem at all. I dunno if you've played on mid-high rate private servers of L2, but even on those more relaxed servers I managed to make my guildies make several alts for several bosses and then use them to farm said bosses. This was in semi-casual guilds of big size too. And, in theory, AoC's guilds wouldn't even need to level up those alts, because "you see a tree - you chop a tree". And so after all of that, you have yourself an unprotected node about to get sieged by a big guild (which might also have allies). And that node couldn't really do anything about it, because PKing dozens of lvl1s would put them so fucking deep in XP debt that their chars would no longer exist. There's a chance that the victim node might try buying all the required mats in other nodes and tries to transfer them, which will then lead to the attacking guild raiding those caravans and benefiting even more from the whole situation. Imo that sounds like shitty design with 0 risk for a ton of reward, while also bordering on bullying the victim (though that's highly debatable).
George_Black wrote: » You are over exaggerate: willingness of gatherer/crafter playerbase to grief is this form amount of such skilled gatherers that will coordinate to such task the amount of time that the above players will willingly spent doing such a monotonous activity probability rare and furthermore the success rate of these events.
George_Black wrote: » You are over exaggerate: willingness of gatherer/crafter playerbase to grief is this form amount of such skilled gatherers that will coordinate to such task the amount of time that the above players will willingly spent doing such a monotonous activity probability rare and furthermore the success rate of these events. This hole topic is a non-issue.
NiKr wrote: » Nah, I ain't getting myself unneeded XP debt on my main
Goalid wrote: » My solution to this problem now after reading comments, is that this is easily exploitable and I will use it in Alpha 2 until you all realize that it needs to have a counter. Even a mechanic like letting people plant seeds in a forest to account for over-gathering would work. I just think the added open world PvP would be fun.