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aparks

Make Mobs Drop USE-ABLE Loot

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Stopped here as it seems might be missing some key concept points for this game. The whole vision is to drive PvP and conflict with the various rulesets and modules for each CW. Pretty sure there is going to be tons of stuff that drives PvP w/o needing to make PvE mob grinding a thing. So mobs grinding won't really even be a thing. We will also be losing gear due to decay and loot drops so no we won't be building up a bank of gear, if one does that simply means they are just not playing the game very often and playing it safe which isn't the point of the game at all. There will be a constant need for resources throughout the life span of a CW.

 

You contradict yourself.

 

Mob grind will be real in any game including Crowfall with their current economy vision, actually more so than my proposed idea.  Because you need to kill the wildlife to get the raw resources to than use for crafting. My idea does not take this idea away, only adds to it. So If I kill a skeleton warrior I'm not only getting bones, ash, and corpse flesh raw materials for crafting but also getting basic 1h sword and shield and maybe a piece of ancient armor. All less superior to crafted items, but still can act as some sort of upgrade to your gear if your just starting out and until you make your own gear and or have someone make you some. Also maybe have a salvage system for crafters so they can take crappy mob drop items and break them down for raw materials.

 

I'm asking you all to look at a larger picture and not be stuck in a box based on someones initial idea. Also the devs had made it clear stuff can and most likely will change.

Edited by aparks

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You contradict yourself.

 

Mob grind will be real in any game including Crowfall with their current economy vision, actually more so than my proposed idea.  Because you need to kill the wildlife to get the raw resources to than use for crafting. My idea does not take this idea away, only adds to it. So If I kill a skeleton warrior I'm not only getting bones, ash, and corpse flesh raw materials for crafting but also getting basic 1h sword and shield and maybe a piece of ancient armor. All less superior to crafted items, but still can act as some sort of upgrade to your gear if your just starting out and until you make your own gear and or have someone make you some.

 

I'm asking you all to look at a larger picture and not be stuck in a box based on someones initial idea. Also the devs had made it clear stuff can and most likely will change.

Resources come for resource nodes and POI's. That's the main source not mobs. That's what I meant by you're missing some design concepts. Mobs are there as part of the environment not meant as a content or material source. Can try to grind mobs for mats if you wish but I very much doubt you will get very far doing so.

 

Like others said the economy will be 100% player to player based. We fight each other for nodes and resources, we use those resource to make our gear, we kill each other and loot that gear and replace that gear when it decays. All player based, no mob grinding needed.

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Resources come for resource nodes and POI's. That's the main source not mobs. That's what I meant by you're missing some design concepts. Mobs are there as part of the environment not meant as a content or material source. Can try to grind mobs for mats if you wish but I very much doubt you will get very far doing so.

 

Like others said the economy will be 100% player to player based. We fight each other for nodes and resources, we use those resource to make our gear, we kill each other and loot that gear and replace that gear when it decays. All player based, no mob grinding needed.

 

Where would you get leather and bones and meat and cloth from if not from mobs?

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At first I thought that monsters would not drop anything significant, but now that monsters are dropping coins, I guess there could be a larger emphasis on monsters loot.

Edited by courant101

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At first I thought that monsters would not drop anything significant, but now that monsters are dropping coins, I guess there could be a larger emphasis on monsters loot.

Pretty certain they said in some of their videos that mobs would NOT drop coins.  Coins only come from being crafted.

 

A neat twist however would be a mob that loots you should it kill you!  Mob has coins?!  Guess some poor schmuck took it in the shorts!

Edited by Savevsdeathmagic

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Pretty certain they said in some of their videos that mobs would NOT drop coins.  Coins only come from being crafted.

 

When they announced that there will be coins they mentioned that mobs can drop them, but they did play down the role that would play.

 

You can find coins on some monsters though it's relatively rare to do so (compared to traditional MMOs). We aren't using monster camps as the primary "faucet" for these, and the quantities won't scale with monster difficulty in the same manner as a level-based RPG.

 


IhhQKY6.gif

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I understand where they are coming from but it really makes killing mobs feel boring and less achieving if all they drop is currency and raw materials.

 

Yes. What's your point? I assume you know the game you're posting about. Yet just in case you don't, this is a PvP game, mobs are simply a side mechanic there for mainly flavor and extra danger. Yes, they can be dangerous. Yes, they can kill you. And yes, there will be 'boss' monsters that guard valuable resources. But never will it be intended for a player to 'grind' them. Perhaps the only exception to this is, though it can hardly be called so, will be when edible wildlife needs to be killed for food because of the hunger/warmth mechanics.


                                                 5N1HTqH.jpg

                                                                                                     Covert Operations Specialists -  http://theobsidian.co

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I understand you're new to the forums, but we had this argument at least 10 times now. :D

 

Try looking for "one character per campaign" topics on the forum, or "multiboxing", "multiaccount" and so on.

It has been confirmed multiple times already, there's a one character PER ACCOUNT per campaign limit as of now.

 

New to the forums? Oh that's rich... I wanted proof and you gave none (link somewhere it says this and I will shut up), please don't jump to conclusions just because I only have 40+ posts... 

 

EDIT: A bit off-topic, but I wanted to reply to this guys post. 

Edited by zero2none

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New to the forums? Oh that's rich... I wanted proof and you gave none (link somewhere it says this and I will shut up), please don't jump to conclusions just because I only have 40+ posts... 

 

EDIT: A bit off-topic, but I wanted to reply to this guys post. 

 

 I feel your pain. They keep telling me the same thing plus "This is a PvP game not a PvE game, maybe this isn't the game for you!" or "This isn't WoW like your used to!"  

 

Hahaha I only play the hardest core pvp games and never had played WOW or similar theme park dumbed down pvp games.

 

And again they are too tunnel visioned and not see my broader picture.

 

No where in this thread did I say Crowfall should remove the current system. I only would like to add onto it to INCREASE pvp hotspots, full world pvp, not just resource mines, farms, groves, quarries, and or keeps. My suggestion would also lead to pvp much quicker while the crafter's have time to grind up. It could also add to crafting tremendously if they have a salavage system where they can break down mob drop items into raw materials. 

 

I urge these people to play/tryout reign of kings on steam, mortal online, and albion online.  All having economies like crowfall intends. Its cool at first but you do get bored with it and get bored fighting at the same places day in and day out and fighting bunched up zergs.

 

You need to have a strong economy to have a thriving fun pvp experience. If everyone is relatively poor and dont have the gear to fight in and it takes a whole day to just get 1 gear set than pvp happens less often.

 

 

 

---------------------------------------------------------------------------------------------------------

Full loot open world skill based FPS PvP NO Safzones, player owned city raids and sieges, people craft, mobs drop useable loots, people buy crafted items for pvp, people farm resource nodes everywhere in the world, not only on mines, farms, groves, quarries. This is the game I come from:

 

Siege: https://www.youtube.com/watch?v=dPQwfKzV4-E

Group fights: 

First impressions/starting out: https://www.youtube.com/watch?v=-1xCZ610zng  just because citys had zap towers doesnt mean you were safe people would kill you in them anyways.

Edited by aparks

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Salvage has been confirmed for quite a while aparks

Same goes for repairing.

 

 

no more looting 2/75 durability weapons from enemies and having to throw it all away because it's unusable junk ;)

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I thought it would be the pledge level that people would try to discriminate, not the number of posts you have.  :P

 

I keep seeing a pattern, people are expecting it to be 100% PVP. It won't, it's more like 90% PVP and 10% PVE in my opinion. Also, what's wrong with making it easier to do the PVE things, so you can get to the PVP quicker? Yes, less player interaction and blah blah, but honestly how many times can you chop trees down or mine ore before going crazy? What's wrong with having some things automated for you? 

 

After reading this whole thread again, I can see we're off-topic quite a bit.  :P You forget what the original question was after getting to the end. 

Edited by zero2none

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I thought it would be the pledge level that people would try to discriminate, not the number of posts you have.  :P

 

I keep seeing a pattern, people are expecting it to be 100% PVP. It won't, it's more like 90% PVP and 10% PVE in my opinion. Also, what's wrong with making it easier to do the PVE things, so you can get to the PVP quicker? Yes, less player interaction and blah blah, but honestly how many times can you chop trees down or mine ore before going crazy? What's wrong with having some things automated for you? 

 

After reading this whole thread again, I can see we're off-topic quite a bit.  :P You forget what the original question was after getting to the end. 

Everyone is well aware there are mobs in the game. What I think people are trying to say is that based on how the game is already being designed adding mob grinding would be redundant and not really wanted IMO. The systems are already in place seemingly to encourage the player based economy and to initiate PvP.

 

Idea is w/e not saying its bad or good just saying its not needed IMO.

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New to the forums? Oh that's rich... I wanted proof and you gave none (link somewhere it says this and I will shut up), please don't jump to conclusions just because I only have 40+ posts... 

 

EDIT: A bit off-topic, but I wanted to reply to this guys post. 

 

Why should I waste my time for something that 90% of the forum knows already?

If your number of posts wasn't a true indication of your lack of knowledge, it sure is the fact that you don't know a very basic feature of Crowfall.

You can't have possible missed tens of topics on the matter.

 

Unfortunately the dev tracker doesn't show posts from more than 2 (or 3?) months ago, so I won't go look into it.


y9tj8G5.png

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You can't go in the same campaign with those characters, ergo you can't use them for crafting stuff.

 

I was under the impression that there was a "one character per campaign" limit, but I've been trying to find a message from the developer confirming this and I found none yet in KS comments, forums nor reddit & twitter AMA.

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*snip for useless info and attacks*

 

No where in this thread did I say Crowfall should remove the current system. I only would like to add onto it to INCREASE pvp hotspots, full world pvp, not just resource mines, farms, groves, quarries, and or keeps. My suggestion would also lead to pvp much quicker while the crafter's have time to grind up. It could also add to crafting tremendously if they have a salavage system where they can break down mob drop items into raw materials.

So, if I understand the first two sentences correctly, you simply want to add one more category of place where PvP will spontaneously happen. You listed 5 locations where you belive it can happen based on the current game design, and you are of the opinion that spawn points to farm mobs will create more of these "pvp hotspots".

In the third sentence you state your belief that crafters will have to grind up their skills and that this will take some time before they are useful.

And in the final one you mention a salvage system, apparently unaware that it already is planned for the game.

Correct so far?

 

Since we don't actually know a thing about how the more "social warfare" aspects of the game will go, we don't yet know how "hot" the CWs will be and we don't know if we will need more "PvP hotspots". It's a rather bold assumption, at this time, to believe that more will be needed. If more are needed, wouldn't it make more sense to add them in the theme already announced by the developers rather than in a way they have specifically said they don't want to go?

 

We have already been told that crafting, like other professions, will have more horizontal progression than vertical and that the system is being designed to limit (but not eliminate) grinding. In some ways, grinding will be counterproductive to crafting, as time based progression is being used, and you could be doing better things with your time.

 

*snip unsupportable and unarguable personal opinions*

 

You need to have a strong economy to have a thriving fun pvp experience. If everyone is relatively poor and dont have the gear to fight in and it takes a whole day to just get 1 gear set than pvp happens less often.

 

*snip more unimportant stuff*

In this first sentence, you say a truism that the devs have based a large part of this game around. And that you have gotten no arguments from here.

In the second, you make several unsupported leaps of logic based, possibly, on previous experience in other games. Am I with you?

 

Is the real point of your thread that you are afraid this game will go the way of other games, creating a boring, grind-based economy that will leave everyone ill-equipped and "poor"? And you are urging its creators to avoid this type of system? And you believe a mob spawn camping system will help that? Is that the idea?


I'm in this for the Experience, not the XP.

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I was under the impression that there was a "one character per campaign" limit, but I've been trying to find a message from the developer confirming this and I found none yet in KS comments, forums nor reddit & twitter AMA.

 

Economy FAQ

 

http://crowfall.com/#/faq/54ca4682bffce6644cb3380a

 

18. Won’t this encourage a lot of people to make alternate characters for crafting (alts)?

Probably not - we want to encourage players to play a single character within a campaign, so we’re putting design rules in place to encourage that. An upshot of this design is that the best “crafters” won’t generally be alternate characters, because it’s not a very effective strategy.

Recruiting proficient and dedicated Crafters will be one key ingredient to waging a successful Campaign. The same can be said of those who choose to specialize in scouting, raiding or sieging.

Players (and Guilds) will need to make smart strategic choices about skill specialization - and even team composition, before entering a campaign.

 

In other words, they can't stop you from multiboxing, but their design rules are going to encourage one character per campaign.

Edited by bairloch

I'm in this for the Experience, not the XP.

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Nice find! This quote however only says that ACE is putting design rules to encourage players to play one character per campaign.

 

Design rules could mean that it prevents 2 characters per campaign, or I guess it could also mean that someone would be less efficient with 2 characters.

Edited by courant101

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Is the real point of your thread that you are afraid this game will go the way of other games, creating a boring, grind-based economy that will leave everyone ill-equipped and "poor"? And you are urging its creators to avoid this type of system? And you believe a mob spawn camping system will help that? Is that the idea?

 

Yes to sum it up.  Because the economy from what I read about Crowfall will be almost a mirror to that of Mortal Online, mixed in with some Reign of Kings/Ark: Survival Evolved style plus similar to Albion Online's economy system.

 

All games that start off extremely popular but end up very deserted by its player base do to the game/economy mechanics being too boring and pvp hotspots limited and largest guild wins.

 

Now I understand what the devs are saying that they don't want or intend for this to happen, but I feel like even though they don't know it their NEW economy system is really not that new.

 

How I picture Crowfall based on all their statements:

- Character classes like elderscrolls online mixed with albion online mixed with guild wars

- Campaign map like elderscrolls online PvP campaign zone (fighting over territory and resources)

- Gathering/Crafting system like mortal online / reign of kings

- Survival monitoring (eating food) like mortal online / ark: survival evolved

- PvE realm players kingdoms like that of albion onlines player islands / guild wars guild islands

- PvP mechanics more skill than tab target games like Ultima Online / Albion Online, but more dumbed down than fps games like Darkfall Online, Reign of kings, Mortal Online.

 

Now I'm ok with all of this but over time the game will die, do to the strange style of economy grind and do to the limited pvp hot spots that will hold larger battles that will favor most of the time larger clans/guilds. If this game was FPS skil based aiming pvp than smaller guilds/clans would have better chances of success do to real life skills and keyboard + mouse response time and accuracy.

Edited by aparks

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