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Depend on the player or depend on the game?

ReklawReklaw Member UncommonPosts: 6,495

What would you want more in a MMORPG:

A: Depend on other players, meaning as a example you need a crafter into lets say weaponsmithing to get the best armor, but the armorsmith needs a combat type of character to get certain ingredient the crafter can't get him/herself?

B: Be completely selfs sufficient meaning you find items/loot/resources in the game world and offer them to a NPC that craft any item you want/need when gathered the proper resources/items/loot of course?

 C: A mix of both, but it has to be very balanced so that both wil be equally meaning full.

 

 

Comments

  • KrelnorKrelnor Member Posts: 118

    I'm choosing A. Worling together builds a community.

  • Capn23Capn23 Member Posts: 1,529
    Originally posted by Krelnor


    I'm choosing A. Worling together builds a community.



     

    Yup. This right here.

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    Guys! I'm hopelessly lost in a mountain of mole hills! Them damn moles!

  • JustTalkingJustTalking Member CommonPosts: 206
    Originally posted by Capn23

    Originally posted by Krelnor


    I'm choosing A. Worling together builds a community.



     

    Yup. This right here.



     

     Agreed, players cooperating with one anothner makes for good gaming to be sure.

  • Carl132pCarl132p Member UncommonPosts: 538

     cept that the crafter is just going to make a combat alt to get all the mats he needs then the other combat players that dont have crafting alts are going to over pay for gear because the crafter doesnt actually need them.

  • IhmoteppIhmotepp Member Posts: 14,495
    Originally posted by JustTalking

    Originally posted by Capn23

    Originally posted by Krelnor


    I'm choosing A. Worling together builds a community.



     

    Yup. This right here.



     

     Agreed, players cooperating with one anothner makes for good gaming to be sure.

     

    Working together is fun. Solo in an MMORPG is no fun for me.

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  • IhmoteppIhmotepp Member Posts: 14,495
    Originally posted by Carl132p


     cept that the crafter is just going to make a combat alt to get all the mats he needs then the other combat players that dont have crafting alts are going to over pay for gear because the crafter doesnt actually need them.

     

    Make the combat require a group to get the good materials, and make crafting require a group to make the really cool stuff.

     

    There should be more grouping in crafting. Most things are made by more than one person working together. You hold the board while I hammer the nail, or vice a versa.

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  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Ihmotepp

    Originally posted by Carl132p


     cept that the crafter is just going to make a combat alt to get all the mats he needs then the other combat players that dont have crafting alts are going to over pay for gear because the crafter doesnt actually need them.

     

    Make the combat require a group to get the good materials, and make crafting require a group to make the really cool stuff.

     

    There should be more grouping in crafting. Most things are made by more than one person working together. You hold the board while I hammer the nail, or vice a versa.

     

    That would be boring. Do we really need LFG to stand around and create stuff?

  • _Seeker_Seeker Member Posts: 175

    (A) would be my first reaction. But you could simply do both (C) with a market place or auction system like most games already do.

  • MarioFTWMarioFTW Member Posts: 26

    A or C, but leaning more towards A

  • sanders01sanders01 Member Posts: 1,357

     C, I like both options but I dont want to be restricted to one.

    Currently restarting World of Warcraft :/

  • RealedazedRealedazed Member UncommonPosts: 105

     I play MMOs for the community. Plus, I like being the go-to girl if you need something.  I'm all for depending on other player, choice.  

     

    Actually, I'd like it if you can get good stuff from NPCs, loot drops, or whatnot. Especially, if its a small community or you play during off-peak hours. Because if I have to wait a long time for a responce or look high and low for the one crafter who can forge me my sword of doom +10, I'll be one unhappy player.

     

  • BladinBladin Member UncommonPosts: 1,089
    Originally posted by Ihmotepp

    Originally posted by Carl132p


     cept that the crafter is just going to make a combat alt to get all the mats he needs then the other combat players that dont have crafting alts are going to over pay for gear because the crafter doesnt actually need them.

     

    Make the combat require a group to get the good materials, and make crafting require a group to make the really cool stuff.

     

    There should be more grouping in crafting. Most things are made by more than one person working together. You hold the board while I hammer the nail, or vice a versa.

    What carl said is exactly what happens.

    It's called interdependance.

    Crafters need stuff from other crafter types and combat types, combat types need stuff from craftes

    So what happens.

    People roll Combat character, people realize hey, i need to craft.  They either do it on this character(if its wow style crafting where it doesnt take away from combat) or make a new char ala UO.  This character takes the things the other needs and does it.

    These are the people who benefit from this system.

    The people who only want to craft, or only want to combat are the ones who get screwed.  And are basically stuck at the whim of the market.  Is this good?  Is this bad?  Depends on the person.  But EQ2 was this way with each crafter needing other crafters.  They removed it.  Why?  Because it made the crafting unfriendly

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  • TatumTatum Member Posts: 1,153

    "A".  Just make it single character per server.  If some one really wants to buy another account just so they don't ever have to buy any thing from another player, then, what ever.  I don't really get it though.  With all that time you spend making multiple characters just to support your crafter, couldn't you just play your crafter instead and make more money to buy materials?

  • BladinBladin Member UncommonPosts: 1,089

    The issue with allowing 1 character per account or per server is, not only does this restrict people from doing crafter/fighter.  It also restricts other types of combat characters, or other types of crafters for the crafter.

    What if someone wanted to play a ranged attacker and a melee attacker. 

    You can argue that in a skill based game you can be both.  This is a flat out untruth.  You are either a good fighter a good mage or a mediocre hybrid.  Someone who wants to be a ranged attacker wont want to spend half their available points on melee, and vice versi.

    Then you can bring up the "they can just change at any time"

    This is again a mistruth, 90% of skill based games do not offer a miracle switch to change, but rather a choice to grind new abilities while ungrinding others.

     

    And you are severely underestimating the hardcore, the people who DO make 2 accounts or 5 accounts(theres a ton of these people) they not only get the best stuff easier, but they also help raise the standard in the economy.

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  • TatumTatum Member Posts: 1,153

    As far as I know, theres nothing you can do about multiple accounts.  But, I don't think most players would go that route, just to be self sufficient.  And, like I said, is there really an advantage to being self sufficient?  That full time crafter is going to get a hell of a lot more crafting done in the time it takes some one else to grind out and play those extra characters.

  • OracleusOracleus Member Posts: 133

    well based on my expereinces on the games that i have played, specially ROSE online all charcaters can loot the crafting materials but only one class can craft it, and that is the common on every MMOrpg, as i test atlantica online i find the crafting system very awesome for all classes can craft items, amazingly they can all craft all items in game its just depends on the player he /she will just focus on the weapon or armors he / she will be using.

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