josephm wrote:
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Conclusion:
Just by looking around I think that the game is suited for a PvP environment as it stands. Yes I do want PvP, but even if I didn't, I couldn't deny that the structure of Atys calls for a majority of content to come from the players themselves. And this by doing the only tools they've given us to work with. Digging, Killing, and Fashion shows.
I do agree that the game is designed to have player devised content. I can see how it is devised to support a pvp style environment. And in the future, working it in based on the outposts would be a practical way to impliment it. But adding in of pvp without outposts to fight over in areas is kinda like buttering your bread before putting it in the toaster. I.e. a mess.
Possibly making areas in a certain radius of outposts pvp to start, then having 'events' so guilds could claim outposts while fighting off rival guilds to take possession of them. And then as the story further unfolds increasing the area of pvp around them with time would be a practical way to
gradually bring pvp in.
This would give those harvesters in guilds, a place to fall back into if they are harassed by 'outlaws' or rival guilds. And add to the dynamic of guild vs guild or guild vs fringe players. I'd think the idea of outposts being able to have npc guards that would defend guildmembers would be a good call as well. Since tribes generally did have the benefit of shelter in their villages.
As for challenges for higher levels right now? I know of a number of 'boss mobs' in a number of zones that still remain untouched. There are 2 area's that I know of that no one has yet to dared to enter. Underwood Woe in the Elusive Forest, and Demon's Lap in Forbidden Depths. I do believe that both of these are 'dungeons' that no one has yet set foot in. Mob mats may not seem that big right now, but I have a feeling the best gear will require both harvested and quartered mats. Especially if you want a 100/100 amp, or max speed
and damage weapon, or max protection/parry mod armor, then you'll have to have to take down these boss mobs. Examples - Yelkoo in Elusive Forest (yelk mushroom has the best heal power boost), Mekoo in Forbidden Depths, Hornkan in Lagoon of Loria, Shakan in Enchanted Isles, Kipeekoo in Abyss of Ichor(kipee's shells have high protection on them I believe) just to name a few. Was in a full group taking on Zerkan one night...did not have the dps to kill it, 250khp and a regen so high we barely budged it's life. For all the lack of content, there's still a ton of mobs left on my 'to kill' list, still a ton of nooks and crannies to explore. And much fame to be earned.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~