I hope it's one, I've hated making the gathering choice and feeling stuck. That said I'm not much of a gatherer or a crafter so it won't ruin the game for me.
One f, 2 s Not very professional poll to post it without at least spell-checking. Nevertheless, I prefer free gathering of resources not bound by profession.
Hedonismbot: Your latest performance was as delectable as dipping my bottom over and over into a bath of the silkiest oils and creams.
The creators have asked us to change our thinking on just about everything. I would fully expect that there are no classes in this game and you develop into what you want to become through experiences.
Originally posted by Skooma2 One f, 2 s Not very professional poll to post it without at least spell-checking. Nevertheless, I prefer free gathering of resources not bound by profession.
bite me. I never claimed to be a professional pollster
Doesn't matter to me but I would say that I don't like to be dependent on other people when crafting.
I'm all for player interaction - in PvE grouping.
Crafting is already often painful enough without being stuck dealing with other players or having to create an army of alts to cover everything yourself.
Premium MMORPGs do not feature built-in cheating via cash for gold pay 2 win. PLAY to win or don't play.
Originally posted by darwa Was it Vanguard that gave you bigger and better harvests for grouping up? I thought that was a nice twist.
Yes, even people that did not have say the mining skill, but had general harvesting skill contributed to the yield. I also like how they had 3 rarities of material that could pop from a node, including a very rare 'ultra rare'. I really liked Vanguards harvesting/crafting...Also off topic the diplomatic system was fun to mess with every once in a while as a break.
While option 1 is more sandboxy, it's also one of several "fails" that EQ2 design had wrt WoW.
In WoW, you were always ecstatic to see a level-appropriate node of your harvesting type pop up on your radar map. You would never skip mining it.
in EQ2 you are bombarded with an overabundance of nodes and you feel compelled but not excited to cultivate them to ensure your skills don't lag too far behind for that inevitable major quest in the future that requires it.
Comments
I hope it's one, I've hated making the gathering choice and feeling stuck. That said I'm not much of a gatherer or a crafter so it won't ruin the game for me.
Asdar
Hedonismbot: Your latest performance was as delectable as dipping my bottom over and over into a bath of the silkiest oils and creams.
I would enjoy it if it was option 1.
That way anyone can supply the market and nobody has to paint himself into a corner.
I'm not even sure if I want to see defined crafting professions.
I'd enjoy it a lot more if there was a set pool of "crafting" points and you can train whatever you want.
Maxing out the profession you actually use the most.
I find it stupid that one has to choose between professions when you barely know anything about the game.
Quite sure I'm not the only one who has maxed out a crafting profession in the past only to find out its absolutly useless at the level cap.
The creators have asked us to change our thinking on just about everything. I would fully expect that there are no classes in this game and you develop into what you want to become through experiences.
If that holds somewhat true, anybody may gather
Being able to do everything does impact the need for player interaction. I voted 2. Independent characters have little reason to buy my goods.
Logic, my dear, merely enables one to be wrong with great authority.
Doesn't matter to me but I would say that I don't like to be dependent on other people when crafting.
I'm all for player interaction - in PvE grouping.
Crafting is already often painful enough without being stuck dealing with other players or having to create an army of alts to cover everything yourself.
Premium MMORPGs do not feature built-in cheating via cash for gold pay 2 win. PLAY to win or don't play.
Yes, even people that did not have say the mining skill, but had general harvesting skill contributed to the yield. I also like how they had 3 rarities of material that could pop from a node, including a very rare 'ultra rare'. I really liked Vanguards harvesting/crafting...Also off topic the diplomatic system was fun to mess with every once in a while as a break.
While option 1 is more sandboxy, it's also one of several "fails" that EQ2 design had wrt WoW.
In WoW, you were always ecstatic to see a level-appropriate node of your harvesting type pop up on your radar map. You would never skip mining it.
in EQ2 you are bombarded with an overabundance of nodes and you feel compelled but not excited to cultivate them to ensure your skills don't lag too far behind for that inevitable major quest in the future that requires it.