Feature request: Master Foragers discuss

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michielb
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Re: Feature request: Master Foragers discuss

Post by michielb »

I know that some people will consider this to make things too easy but I've allways wondered why is it that a people capable of making tools, clothing, weapons and even buildings would be sitting in the middle of aggro ville digging while all time time risking to be eaten by some mob or other...


a "campfire" skill please to keep away hungry animals.....
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vguerin
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Re: Feature request: Master Foragers discuss

Post by vguerin »

I see things different than a new player surely... I see things they should consider for when they finally gives us more content. I am not content with STILL being capped at 250, why would I want new 250 skills given out when I want new levels to be available ? They already removed the level 260 (requirement) harvest skills... those might have given a piece of what would be close to some of your requests, private sources (assuming you pick what to pop) would be very sweet. The pre-req's seem kind of low now since we have stagnated so long, but this wasn't the normal plan and it would have made sense back when they planned it.

It is hard for them (devs) to implement anything like this without souring it on folks that wonder why it wasn't there for them when they achieved their master. You already get new skills at 250, and they stay inline with the game mechanics, rewards need to be aquired differently. Regardless the tree, it's not a fair idea... Maybe all of these ideas are good for future levels (300) and I hope they are looking at that and not nuggets to keep us interested in the stagnating skill trees and untouched skills (ranged).
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naratuul
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Re: Feature request: Master Foragers discuss

Post by naratuul »

vguerin wrote:I see things different than a new player surely... I see things they should consider for when they finally gives us more content. I am not content with STILL being capped at 250, why would I want new 250 skills given out when I want new levels to be available ? They already removed the level 260 (requirement) harvest skills... those might have given a piece of what would be close to some of your requests, private sources (assuming you pick what to pop) would be very sweet. The pre-req's seem kind of low now since we have stagnated so long, but this wasn't the normal plan and it would have made sense back when they planned it.

It is hard for them (devs) to implement anything like this without souring it on folks that wonder why it wasn't there for them when they achieved their master. You already get new skills at 250, and they stay inline with the game mechanics, rewards need to be aquired differently. Regardless the tree, it's not a fair idea... Maybe all of these ideas are good for future levels (300) and I hope they are looking at that and not nuggets to keep us interested in the stagnating skill trees and untouched skills (ranged).

In any game that has forsaken the forward development you will see this same feeling from long term players. Unfortunately raising the level cap to 300 is something that you probably wont see for a long time, if ever. raising the skill cap to 300 would entail massively realigning the skills since digging/crafting/combat all interlink and have ramifications upon each other.

I reject your argument about souring- raising the level cap will do the same thing. What I don't understand is why certain groups of players are so set against any minor improvement... Yes things are broken in a lot of other skills, but you give me the impression that you would rather that everyone use a full load of focus to get a big pull of three. I might be mistaken by the tone of your posts prior to this one, I'm just trying to understand the reasoning.

In any scenario that moves forward, the people at the top already will "lose", but in the end they gain new content stuff or abilities. The things I propose aren't about being bored grinding- If I was bored I could just cave in and join the KA and cristal my way to the next 4 Masters. What I am proposing is some things to make it less annoying to many. No real advantages given if you look carefully and discard the over the top ideas. Which I might add, there aren't many over the top ideas being posted in this thread so far.

I for one would enjoy something new while we wait for more "deep" content in the game mechanics.

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xeraphim
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Re: Feature request: Master Foragers discuss

Post by xeraphim »

I would like to see some of these ideas come to fruition .. would maybe spur me on a bit to finally master a dig tree.. I find digging a hard grind and difficult to fit around work/ running the guild..
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larwood
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Re: Feature request: Master Foragers discuss

Post by larwood »

Heya Doubletap,

I am an old player like you DT, as are many who have posted here. I don't think that any of these ideas are "handouts" to the new generation, just improvements on the game. Making some annoyances less annoying.

You forget that the sun shining on the new players (sun = new ideas put into game) is also shining on you. You can whine and complain that you didnt have it way back when and all this, but DT the game needs to improve. And I am all for improvements that make Atys a more enjoyable place.

I do like your idea of adjusting the level cap to 300, but like was mentioned that would make a major revamp of the entire game and honestly I don't see that happening at all. You know the rate of development with SoR...

But don't come rain on this parade with negative comments. I think this has been a fun and happy post full of new ideas and hopefully the devs will read it and someone with the athority will do something about it.

So... stop shakin' yer old bones at us :)
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vguerin
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Re: Feature request: Master Foragers discuss

Post by vguerin »

larwood wrote:So... stop shakin' yer old bones at us :)
:D

I just want to make sure that everyones opinion is expressed, we all see things different in what we want in the game.

But you are right, I will be stop giving my opinion on these things. Obviously the dev's are gearing towards new players and not oriented to those of us looking forward to the rest of the Saga...
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rundll32
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Re: Feature request: Master Foragers discuss

Post by rundll32 »

JESUS CHRIST SUPERSTAR, 201 Autolauncher doesnt even have a damn title.

So I'm making my own....'Decidedly P!ssed'.

And to add insult to injury, the autolauncher crafted from outpost materials doesnt do area of effect damage, effectively making it a higher powered rifle that I can barely carry ammo for. Wonderful.
Last edited by rundll32 on Tue Aug 22, 2006 6:29 pm, edited 1 time in total.
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michielb
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Re: Feature request: Master Foragers discuss

Post by michielb »

rundll32 wrote:@#&*# &*@%!@, 201 Autolauncher doesnt even have a damn title.

So I'm making my own....'Decidedly #$&%*@'.

And to add insult to injury, the autolauncher crafted from outpost materials doesnt do area of effect damage, effectively making it a higher powered rifle that I can barely carry ammo for. Wonderful.

I'm not going into the whole "off topic" thing here but I suggest you edit your post before a mod does it for you. You do have a point but the way you make it is a bit...eh...blunt?
Last edited by michielb on Tue Aug 22, 2006 6:17 pm, edited 1 time in total.
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dhalia
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Re: Feature request: Master Foragers discuss

Post by dhalia »

rundll32 wrote:JESUS CHRIST

Adds "SUPERSTAR" and we are all ok? eeeh

I still wanna buy a Q250 backpack with a bulk of 1000 :)
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oldmess
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Re: Feature request: Master Foragers discuss

Post by oldmess »

michielb wrote:I'm not going into the whole "off topic" thing here but I suggest you edit your post before a mod does it for you. You do have a point but the way you make it is a bit...eh...blunt?
In that case, you'll want to edit yours, since you quoted Rundll. Your quote won't get edited when/if Rundll edit's his original post.
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