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gerams76

Testers
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  1. I thought you could always PK in non-main planets? I was flagged a ton, but I recall getting PKed a ton on other planets on my Ranger, who I never flagged on. It has been a really long time and they changed the systems like 20 times, so it is hard to remember the nuances.
  2. Your bulk materials were done by actually gathered by harvesting machines. Placing them in the appropriate place required active surveying to find best placement on their shifting resource system. It also required you to return regularly for material collection, maintenance fees, power recharging, and to see if you needed to resurvey if resources moved. During the survey process, some of the best yield places were highly contested when it immediately spawned, allowing guilds with PKers to capture the area for them to drop harvesters, while everyone else placed outside theirs for lesser yields or searched for equal or better spots in out of the way areas. People who didn't care about being the best would end up with about 75% to 80% of the yield of top players, and often miss short duration resources because they weren't out there surveying themselves or communicating with other surveyors. There was once a steel that create the best crafted weapons and armor that was only available for about a day on a single small area at a very small yield. It resulted in only the most dedicated having some in their stock and it was only used to make the best things possible. It sold for insane amounts too. More rare materials(small volume) were more subjected to pvp. Killing a krayt dragon for their scales and such would often draw pvp to prevent the kills or attempts at kill stealing. Same for farm spots that provided some crafted accent pieces, like skill tapes(+ to certain skills) and such. Gathering fur, leather, and blood from mobs resulted in the same thing, contested farm spots with pvp. So, you see, while bulk materials, which were constantly needed and took up most of crafting usage, were a solo activity, small volume materials were a group activity with regular pvp opportunities, as they were often used in finished product crafting in high end gear, not regular fodder weapons and armor.
  3. I like some of what I see, but not others. I play games to be a pure crafter. As a pure crafter in most game, much of my time is me out hunting resources and managing my incoming materials and selling outgoing product. Sometimes, it is the guild who sends me stuff where I don't make much money as a courtesy, or I use my own materials as a way to further develop my character. This system of group based harvesting puts my character development into the hands of other players primarily, with my own harvesting providing secondary development. I understand the want to have non-combat characters interact with combat characters, but there needs to be an aspect of non-social development as well. Some players won't want to have to gather a group of guards to do anything, and I'm sure plenty of players are not going to want to be involved in being a harvester guard. Consider these scenarios: if no combat players are attracted to harvesting, harvesters are generally screwed; If harvesters don't gain significantly more value from harvesting than combat characters, there is no reason to be a pure harvester; if combat characters become forced to help harvesters just get the material flow going, you have bunch of players playing in a way that they dislike and are likely to want to play less. But basically, I feel that non-combat and combat characters and activities should overlap in only a few ways, such as rare materials and some advancement, but not day to day activities. This worked very well in SWG. Harvesters, surveying, sales, and workshops were solo, creature based mats and armor bonus materials as well as some other things were group based. Crafters and harvesters as people are typically less social and more solo grinders(having played them for almost 2 decades and knowing at least 500 top tier crafters in dozens of games). Forcing their progression into a social thing will likely deter career noncombat players, rather than draw them. Anyway, I feel like I'm rambling here a little bit, so I'll end it. Hopefully, you get the impression of what I mean if I started to not make sense.
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