VekoCrnogorac wrote: » People cannot find wisdom in games because they do not search for it. Games are hard to master because of their purpose. People need to change their ways and become more acceptable of change. More and more teenagers are becoming toxic and impatient (especially in MMOs because of their progression design element). If you search for end results you will never find peace which means you will become impatient and not be available for peace. Don't become average WoW player, embrace hard ''design'' in MMOs. Hard things do really teach players patience and stability.
VekoCrnogorac wrote: » Don't compare game to IRL situations, in real life you would want to choose the easiest path which is usually the wisest path / decision, why would you choose thorns right... Games are different, we are here (MMORPG fans) to play and enjoy our game the way we want, but problem is that after many years of MMOs we all understood their point and how they are being played. Now there are some people that are compulsive and take gaming seriously, they identify with their achievements and they want more and more, not stopping and are being consistent about things they want. Problem is not the way they play PvP for example with competitive guilds and so on, end game is not problem here, they can wish to have the best gear and be the best in game, but problem is leveling process. I would want devs to focus on solutions about that. Why would you rush game to end game and not having any clue whats going on about lore. Its insane to me, for them it is okay because they are not harming anyone, I get that, but I also get why they don't understand whats wrong with that...
VekoCrnogorac wrote: » I don't know how to explain it better then if you play one aspect of MMO you are shallow player. It's not wrong to just do professions. It's just matter of if MMO is theme-park or more traditional RPG, which I think Intrepid studios are aiming to more traditional RPG game, which means there will be high demand on professions/consumables. I just hope they do go that path and make consumables important, because I am pretty sure that it is the biggest gold sink if done right. Even if you design piece of gear that loses durability and get destroyed, I would argue that it is not that big of gold sink because you will use only the best gear in ''important'' content such as sieges and that kind of gear will last for months, and you will use standard ''farming'' gear for open world which will get destroyed faster because it's lower tier and will be replaced easily. I assume you guys want more theme-park approach to MMORPGs because you don't want to grind. It is not matter of ''playing wrong'', but designing game to be traditional.
VekoCrnogorac wrote: » You are looking through left-wing ideology of ''everyone can do what they want to do'', reality is that they are shallow players because they are not playing whole game, they just play part of a whole game which is just shallow. Usually if people are right-wing and are reasonable like a true philosopher, they won't be wrong, because why would you for example give people freedom, when people with freedom do dumb stuff. I am not saying that people should not get equal rights, but they tend to live wrong and make sin. I am far more left then any leftist, but I am right-wing in my mind.
VekoCrnogorac wrote: » If consumables are worth then I am all up for everyone playing however they want. This is core of my philosophy, MMORPGs should have gold dump no matter how they approach it, but I would argue that if you make consumables strong and hard to get, there is strong possibility that they will be expensive, which will create big gold spending for both PVErs and PVPers, if you are farming in open world, that may be up to you if you want to use consumables to min-max, but I never used consumables for open world farming in Vanilla WoW. What is very important, I do not think that devs should do balancing in PVP/PVE scenarios around consumables, my idea is not to make consumables mandatory for raids, my idea is that players can decide if they want to run raid faster or slower or if they want to progress faster and not wipe too much, everything should be doable without consumables, if you want things to be harder then by all means don't spend gold, people did that in classic WoW and it worked fine, it should be up to you if you want hard stuff and not up to devs, this can be done through consumables. I am all up for players to decide how they want to play, not up to devs I am saying again, you are selfish if you want everything to be ''hard''.
VekoCrnogorac wrote: » I don't know why you think consumables are not gold sink, because I spent 90% of my gold to buying consumables on max level in vanilla WoW...
VekoCrnogorac wrote: » I understand what you are saying, but then you can say nothing is gold sink unless you pay that to vendor (example, buying mounts). Everything is gold sink for me because I do not want to be able to craft high tier flasks/potions unless I picked to master alchemy, no one should be equal therefore you will have to sink your gold.
VekoCrnogorac wrote: » How it is not gold sink if I paid 100g for flask for example, and I farmed 1 hour of grinding to get that 100g? It is gold sink for individual, idk what kind of logic you have, but I did not mean that we lost that gold, I mean that I spent that gold, this is very important...
Azherae wrote: » VekoCrnogorac wrote: » How it is not gold sink if I paid 100g for flask for example, and I farmed 1 hour of grinding to get that 100g? It is gold sink for individual, idk what kind of logic you have, but I did not mean that we lost that gold, I mean that I spent that gold, this is very important... Right, but you farmed 1h of grinding. Did you get the gold just from gold drops from killing the mobs? That's 'generating' gold out of 'nothing' right? You 'gave up some time' and the game 'gave you gold'? Or did you have to farm things that someone else actually wanted to buy from you?
NiKr wrote: » With all this talk of how "wow had the best consumable-based gold sinks" (which are not even gold sinks), here's a truly amazing consumable-based sink (both gold and gear) from L2 This is a consumable that, iirc, doubled your atk dmg (maybe not x2, but definitely x1.x). It was used up on every attack, if activated. The only way to get this consumable was from a crafting class (would be a profession or a collective effort of several professions in Ashes). At this point this would be a "gold sink" in Veko's mind, but that's not all. As you can see in the picture, the recipe required crystals and an ore. The only way to get the ore is to buy it from a vendor. That the true gold sink of this consumable. There're 3 ways of getting the crystals. You take apart or fail an overenchantemnt of a piece of gear (gear sink). Or you use a particular tool on particular mobs after the lord of a castle set up a particular system linked to the castle (here's a vid about it), which lets you farm a certain item that you can then trade for the crystal, while still paying money on top of that (a yet another gold sink). So, in other words, a yet another contemporary of WoW's vanilla who "did it better" (imo ). edit: oh, and those gold sinks also fed the castle taxes, which helped with the setting up of the system I mentioned and supported guilds that held the castles, which would perfectly fit Ashes as well.