VekoCrnogorac wrote: » Can you explain why it was not good? I admit I am comparing it to gw2 or New World economy.
VekoCrnogorac wrote: » @Arya_Yeshe Can you explain why?
Mag7spy wrote: » Grinding 20-30 hours a week per person to get buffs is a trash system meant to gate keep people from doing content. There is nothing wrong with overall group preparation for content in craft and making getting a few things. But if you need to do certain daily quest to get a limited time buff, run around the world to pick up a bunch of other buffs, and do a bunch of other none sense that is just gatekeeping and not good content.
VekoCrnogorac wrote: » I am really trying hard to understand why you oppose this idea of grinding professions in ''free time'', especially in a mmo that has pvp drop loot. It gives so much more to the existing world if materials and consumables/gear is expensive, because you would take care of every penny as in IRL if you had to.... This gives MMO only good vibes, I don't see why is grinding bad? What would you do in MMO open world if you did not do professions? Outside of events that can be very repetitive and boring from my point of view, doing professions isn't because its like IRL work, plus theres this thrill of getting ganked.
VekoCrnogorac wrote: » See, in vanilla wow economy did not collapse once, why? because devs set prices for items via vendors, well not every item but some mandatory like bags, so we had an idea of how much something would cost. Boring way of doing it, but limiting it is better then giving players full power and risking whole economy which happened in NW basically... That is like if you were dictator that is all up for compassion and peace and stability and if you were very wise and knowledgeable, would you risk everything or make stability in your country?
VekoCrnogorac wrote: » Mag7spy wrote: » Grinding 20-30 hours a week per person to get buffs is a trash system meant to gate keep people from doing content. There is nothing wrong with overall group preparation for content in craft and making getting a few things. But if you need to do certain daily quest to get a limited time buff, run around the world to pick up a bunch of other buffs, and do a bunch of other none sense that is just gatekeeping and not good content. Basically what you are saying you want to not play game during ''free'' time??? I assume that you would PVP in open world especially in MMO like AoC where there is drop loot on death. It makes things more fun. Why would you do professions that are useless for end game content, I mean what would you do if there is no prep before sieges or PvE bosses? It would feel very boring.
Arya_Yeshe wrote: » VekoCrnogorac wrote: » See, in vanilla wow economy did not collapse once, why? because devs set prices for items via vendors, well not every item but some mandatory like bags, so we had an idea of how much something would cost. Boring way of doing it, but limiting it is better then giving players full power and risking whole economy which happened in NW basically... That is like if you were dictator that is all up for compassion and peace and stability and if you were very wise and knowledgeable, would you risk everything or make stability in your country? Vanilla wow had an increasing population, that's all, once the population is stable then it gets messed up What happened in wow is that crafting became pointless, Asmongold explains why and I already knew for years why
novercalis wrote: » I am in the anti consumable. I get the aspect of crafter/profession/alchemy wanting it. But to me, consumable is a crotch for weak dungeon design. If ppl require consumbles to raid, to overcome an obstacle, then that is a bad design. If people needs consumables to defeat raid bosses, then that is a bad design. I want the bosses, dungeons to be challenging AF and not having consumables making things easier.