ctusk wrote:Yeah it is a short term issue, for the next 6 months your fighters will fight with weapons below their levels - after that the crafters will have eventually caught up. The only ones screwed are new crafters or those without a guild - as usual.
Of course all of that is pointless because by that time noone will be playing the game anymore since there is close to zero content for high level players and it doesn't look like Nevrax will be able to fix that in time before people quit.
The real issue here is the imbalance - Foragers already hit lvl 250, fighters are in their 150s, the crafters are the only ones lagging behind.
Sure, now they are fixing that, now foraging will be harder to level - good idea to start balancing the game 1 month after release - I'd hate to be a new player that starts after patch 1 hits ...
Not trying to be funny, but havn't you shot yourself in the foot a bit with this statement?
Let me explain... I am level 103 in forage and can pull 8 mats from a source 90% of the time. To do that, I use a mix of gentle and aggressive actions with a 50 focus per pull action. The only thing that slows me down is the fact I only have 1150 focus. If there are that many level 200+ foragers, then they will be able to pull even more (not sure how many, say double that) from a q100 source virtually non stop due to having much more focus. Doesn't even have to be choice, anything will do to level.
If that's the case, then surely the crafters are in an ideal position as that way higher level foragers will be able to more than meet the supply, even of q150 mats?
Or could it be that all the wailing from certain people (not saying you) about how 'unbalanced' foragers are is just that - wailing, and there are in fact far fewer level 200+ foragers than people make out, in which case your statement above is true.
My guild is top heavy with foragers, and even those who used the mat specs to increase XP are not over level 200. I believe the highest forager we have is somewhere around 130. The problem we have is finding time to get sufficient fighters etc together to protect the foragers while they collect q150 and above mats. We manage quite nicely to keep our crafters supplied with mats up to q100 and everyone has weapons, armour etc appropriate to their level.
As far as solo players go, I solo a lot (or did before I joined my guild) and had no problem finding sufficient mats to keep myself supplied with weapons and armour. It's true that it would have been more difficult when the craft trees split, but again if you're only supplying yourself then the issue of levelling all those craft trees goes away. If a solo player is trying to level all weapon types and armour types simultaneously, then IMO they're biting off way more than they can chew.
With regard to zero content for high level players, what about the Prime Roots, or travelling to other lands? I've known many people who play games like this and complain of no content and when you ask them "have you been here or done this?" they answer 'no'. I don't imagine for one minute Nevrax planned for people to get to level 250 in a month, and as this game is planned to run for 8 years, to complain after a month that there's no content for high level players is a little premature I think.
If you feel there isn't enough content supplied by Nevrax, make your own. On the Euro server our guild hosts regular events for all players. At the moment we are focussing on travel to other lands to get the spawns and spread our influence. We also have mini events to boost our guild fame in preparation for the new guild amenities such as outposts, and of course we have regular hunting and foraging parties and other activities. All of these events are well attended, and in fact one of them triggered a Kitin invasion which we successfully repelled. Perhaps your guild might try to organise something similar? No rule that says you can't make your own content, all it takes is a little imagination.
Call me Legion, for we are many...