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dolmar

x10 training

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If we are at ten times training as compared to launch something needs to be rethought.

After a few months even at this speed a economy is just now being built.

Everyone will be using intermediate weapons for a month before they could even start making the first level of blacksmithing leatherworking vessels ect.

Might want to reevaluate the training speed to get to the meat and taters of at least starting the builds. Even if its even slower at the end of the line training. 

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I love the idea of having to wait for so long. I am actually against of having things faster. This opens up for strategies on what kind of resource you want to stockpile given the limited amount of bank space available.  


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12 minutes ago, Nyamo said:

I love the idea of having to wait for so long. I am actually against of having things faster. This opens up for strategies on what kind of resource you want to stockpile given the limited amount of bank space available.  

You won't be stockpiling any resource except slag for a month or so.

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Just now, Jjusticar said:

You won't be stockpiling any resource except slag for a month or so.

You can harvest non common resources with basic and intermediate tools. 


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This is a bit of a double-edged sword I feel. On the one side, ensuring the process takes a long time tries to ensure specialization, which is great and nessecary if there is to be any sort of economy.

However, to ensure a good feeling for player progression you'd want there to be something meaningful. Just having minute differences (e.g. getting .2 experimentation pips for what during normal training would be ~2 days of training) doesn't feel very rewarding. Currently it would take ~64 days to unlock all the blacksmith recipes without the 10x. There isn't much progression. It's just nothing and then suddenly everything.

One way to deal with it - in my opinion - would be to break it up into a more tiered crafting system, where the crafters continue to unlock better/higher tier recipes as they progress. Obviously this currently only sort of exists with the differences in resource rarity, but that seems a bit one dimension. The obvious downsides to this are:

- The balancing act between stronger gear and new player progression/power

- Having to redesign the current resources to accomodate those changes

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I think the main problem is the gating of recipes behind deep skill nodes.

Maybe don't lock the primary recipes, but lock the optional components. So people can make the armor and weapons right away, but they will be terrible quality at first, or if they try to make better stuff they will just fail a lot.

People are not going to bother with crafting if all they can do for the first month is make nothing but intermediate gear.

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10 hours ago, Nyamo said:

You can harvest non common resources with basic and intermediate tools. 

Not enough to stockpile while gearing up your guild/group

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More importantly they need to implement the catch up mechanic on time training. This game will not retain newcomers that constantly get destroyed by day 1 players. 

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1 hour ago, Hunt said:

More importantly they need to implement the catch up mechanic on time training. This game will not retain newcomers that constantly get destroyed by day 1 players. 

Not only is skill training only a 1/3 of a players power, but they have skill tomes for newer players to catch up. 

Plus most of the veteran or higher tier players will more than likely be playing in inner bands, newer players will most likely be playing outer bands

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12 hours ago, Jjusticar said:

Not enough to stockpile while gearing up your guild/group

Aren't we talking of slow learning speed here? if so you cant gear up your guild until you learn advanced crafting (intermediate requires less than 10 minute to gather and craft combined) so actually you have plenty of time to stockpile in order to gear up your guild later when you would have then learned the advanced crafting. Which was exactly the point of my original comment.

 


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