shrike wrote:I don't know if you have noticed them so far, but some of the things in the game which move are not players. Those are called "mobs". Now, the interesting thing is that you can "attack" those "mobs" and "kill" them.
When this happens you can get mats from them, too. Imagine this!
Granted, 50% of the mobmats drop from nonaggro-herbivores, whose droprate is quite nonexistant. But the other 50% come from kitin/aggro mobs, which are *very* abanduant. Previously I would say 95% of all these mats just vanished at the NPCs. Now crafters can buy them without much effort. And it's a huge difference if you have to forage 100% of your trainingmats or only 20-60% of them. Only jewelcrafters have no advantage here.
OMG what a great solution!! Killing the mobs. Ok lets figure this out. To get 1 crafter from 101-150 skill in 1 crafting line takes 18k mats. Now if we kill 1 mob that drops 4 mats, which i think is a safe rounded number per kill, we can figure on killing only 4500 mobs. 2250 if we get 50% of our mats from foraging! I cant wait to get started, lets just remember that we will need to use mats to replace all the broken equipment from the hunting. If we have to replace swords, and we try to build magic amps that will slow down the grind.
The bright side is we only have to get 11 crafting lines past 150, then 200, then 250...
should be able to get that done in about a year.
In the future you should actually try the brilliant solutions you come up with, before you proclaim how they are the fix all to every problem.
The devs really are putting the cart before the horse on every turn.... We complain that harvesting cant keep up with the equipment degradation, so they make harvesting even slower, and offer no fix for the equipment degrading problems.
Devs should spend a lot more time playing their game, before throwing things in that are just way off the wall. Im really dissapointed. Ryzom was better in beta then it is now. Really sad.