lennie12 wrote:Annyone know of a decent mmorpg out there that doesn't have pvp in it? if you do pleas let me know as I will move to that asap.
http://lotro.turbine.com/
lennie12 wrote:Annyone know of a decent mmorpg out there that doesn't have pvp in it? if you do pleas let me know as I will move to that asap.
jared96 wrote:http://lotro.turbine.com/
That qoute was taken from the pvp thread on that site... sounds to be what I am looking for thnx Jared )"If so far I have only talked about what the game used to be, let this be the first bold statement as to what we now are: player versus player conflict as it is known in massively multiplayer games will not be a part of Middle-earth. Player characters, the things we as game designers ask you to invest hours of your life into, will never attack or be attacked by another player character."
We understand that for some players, having a PvE game is not what they were hoping for. This decision, however, will not change."
And who's gonna dig "normal" materials, giving armor/jewels/weapons for anyone ? The forage machine is made to help supplying greedy crafters... we all know how so many mats are needed to grind craft...svayvti wrote:A strong suggestion so you don't alienate the foragers.
Make it so the new materials still have to be foraged. Maybe even a prospect stanza is required that you can only learn from the guild hall forage trainer? The foragers continue to get the new materials, but like with EP2... the building is used to refine the materials for guild members and then given to guild crafters.
It is always best not to alienate or eliminate a valid playstyle enjoyed by your customers (like non-PvPers with EP2).
Because foragers are going to stop being able to dig for normal mats?pr0ger wrote:And who's gonna dig "normal" materials, giving armor/jewels/weapons for anyone ? The forage machine is made to help supplying greedy crafters... we all know how so many mats are needed to grind craft...
Really? then explain to me what a forager does with an outpost?Your complain about forager being "out" of outpost is odd.
svayvti wrote:Really? then explain to me what a forager does with an outpost?
don't forget the comsumables... there might be some focus boosting stinga juice in the Outpost kitchen. Maybe a Supreme Pick of Durabilty and Kami Forgiveness. "Me angry now! but me forgive you!"iphdrunk wrote: * There is no direct benefit for foragers from an outpost, maybe indirectly in the form of tools.
dc77066 wrote: Maybe a Supreme Pick of Durabilty and Kami Forgiveness. "Me angry now! but me forgive you!"
-Raku
This seems like a really good way to include the harveters. If you had to refine wha they dug off the outpost, and the owner of the outpost was the only one who could dig the sources.svayvti wrote:A strong suggestion so you don't alienate the foragers.
Make it so the new materials still have to be foraged. Maybe even a prospect stanza is required that you can only learn from the guild hall forage trainer? The foragers continue to get the new materials, but like with EP2... the building is used to refine the materials for guild members and then given to guild crafters.
It is always best not to alienate or eliminate a valid playstyle enjoyed by your customers (like non-PvPers with EP2).