Re: Additional Tweaks to Foraging - Please Discuss
Posted: Thu Dec 16, 2004 4:53 am
zonoli wrote:But why change this Zz? If outposts, etc are supposed to be in game anyway? This is obviously upsetting a lot of people. The PvP crowd will be pleased with the outposts/wars that have been promised, and are expected already. Competition is fine, but what about the unguilded, weekend players, etc? I will be at every mass PvP event I can attend, but this opens ganking and griefing. As well as locking people out unfairly. If I do not choose to find a team, careplan and mooch xp off another person until I'm "high enough", and PvP - then I'm not allowed to have supreme mats? Or should only massive guilds be able to own sections of PR?
Because, SoR in it's previous/current state, the game stagnates for higher levels. By changing the prime roots to have more/bigger packs of aggressive mobs (and lesser kitin patrols) and less mats available, it sets the stage for groups/guilds to be hunting down there. That sets the stage for group/guild pvp, not ganking style pvp. It actually deters rpk attacks on harvesters, because they will have their friends around to protect them.
Unguilded and weekend players still have the option of harvesting down in the roots, just not as easily. Making friends with guilds that do frequent down there makes it safer. Not wanting to pair/group up with people who can harvest down there to gain the proper levels to harvest is peoples own decision. There are still many other regions you can harvest in solo. And I know that supreme mats have been found in Matis, Fyros, and Zorai lands. I'm sure there are some in Tryker as well, but no one has found them yet (nor have that many people looked really hard).
I do not believe that solo players should have the same opportunity for the same things as easily as a group of players working together. Just like I don't believe that weekend players should get the same things as those hard-core powergamers in the same real-life timeframe. Powergamers get what they do by putting alot of time and effort into it. That difference should be seen. Having it so a weekend player will be just as good/powerful/ubergeared as someone who spends 60+ hours a week in the same stage of the game is just plain nuts, in my opinion. Over time, yes the weekend player can go and get their own ubergear, and get the same levels as what a powergamer has. but it will all be about the amount of time spent actually in game.
Heck, why not start a gang of mobsters? We will get paid 500 mats per person per hour to "protect" you. You give me protection mats, and I see to it that you stay "safe." I'll also make sure that my pet Tyrancha doesn't happen to follow me over here while I invuln and speed up. This is not content, this is trouble.
This same scenario can happen with or without pvp. Training someone is something to talk with a GM/Guide about. I've even heard about it happening already.
Open PvP events are voluntary, and you walk in with the sole desire to PvP. You can walk in unguilded, with no friends, and without 17 hours to play that day. If this is the only way to get exe/sup mats solo, then what choices do we have? I'm not going to level to 200 2H just so I can safely do what I do now.
Like I said before, the Prime Roots is NOT the only option for getting excellent/supreme mats. There are other zones to get excellent and supreme mats. So you do have the choice, go to a more readily available spot for excellent+supreme mats and face the possibility of pvp, or spend the time looking for and finding them in areas outside of pvp. Second option takes more work, but will allow you to avoid the pvp. Risk vs reward.
All boils down to choices, which there are many, even with pr being less-accesable.
Originally I was against pvp in PR because how the prime roots were set up. Regions that were rather easy to navigate solo, with many soloers. Now that they are setting them up to be group oriented, it seems alot better of an idea, since a)groups are harder to randomly gank and b)getting around solo is considerably harder.
Having areas designed more for group play and areas designed more for solo is a good idea, in my opinion. Having every area in the game open for solo takes away from those people interested in group play. There are still many areas that can be harvested solo, and yield good mats. Not the best, but quite good. If someone wants to get the best, then they will have to work within the system to get it. Which involves either paying someone for them, or working with other people to get it. I would hate to see a game that is called an mmo that doesn't require working with other people to be the best. But that is just my opinion. If I want to be the best in a game by being solo, I'll play an offline game.