WHIT3ROS3 wrote: » "Can you explain where the demand for crafting gear is going to come from?" No you can't.
NiKr wrote: » Dropping gear does not remove said gear from the circulation, it only shifts the owner. This is why I said "no".
Azherae wrote: » Steven's path is not likely to change too much at this point, I would think.
WHIT3ROS3 wrote: » Azherae wrote: » Steven's path is not likely to change too much at this point, I would think. Just to mention that I am talking about the islands that nobody knew were in the game until a few months ago, sitting in an auto-flagged ocean that nobody knew about. I think a lot about the game is still very much in the air.
WHIT3ROS3 wrote: » Not if you include a sizeable trash rate % upon death. This means that you could lose up to 100% of the items. This isn't really about PvP or PvE, it's about how to maintain demand for materials and goods for gatherers and crafters.
WHIT3ROS3 wrote: » Whilst perusing the world map and looking over the islands of Sujoma, Draakathbohr and Peligora, I couldn't help but think that AoC might benefit from having some full loot PvP areas. What we have seen of the corruption system is nice (I also think it might be a good idea to have some completely safe areas like the actual Node settlements) but I have a concern that there won't be enough "gear churn" for gathering and crafting to always be in significant demand across the different tiers of gear. If for example, you had one or more of those islands as a full loot zone, it could be completely avoided by people not interested in that type of gameplay, but for those who are interested in "Risk vs Reward" you would provide a space for people to gear up, ship out and then fight on a full loot island. It would create a continuous demand for gear of all different tiers as many may only want to equip lower-end cheaper gear to explore the island as if they die they won't lose too much. It would create demand at the auction houses for people wanting/needing to replace sets they lose. Currently, you can only lose gatherables upon death from your personal inventory (as well as suffer a durability loss which can be repaired for a silver sink) You can lose stuff that is loaded onto a caravan and a ship but where/when will you ever need to craft/replace a piece of gear once you have one? Perhaps there could be a trash rate applied to gear that when knocked down so that there is a chance a piece of gear you are wearing or weapon you are using trashes and needs to be replaced. If a server is around 8000 people, where will the demand for sets come from after 8000 of a particular one has been crafted?
WHIT3ROS3 wrote: » If a server is around 8000 people, where will the demand for sets come from after 8000 of a particular one has been crafted?
WHIT3ROS3 wrote: » Can you explain where the demand for crafting gear is going to come from?
Noaani wrote: » WHIT3ROS3 wrote: » Can you explain where the demand for crafting gear is going to come from? My take on full loot PvP is that if I kill you, you drop all of your gear and I pick it up and now own it. If this is correct, I fail to see how that creates any demand at all for gear. Sure, you are now looking to buy more gear, but guess what, I am looking to sell.