Erza wrote:However there is a catch to this only big guilds will get anywhere as now you need a lot of people just to be able to get done all that needs to be done. 8ish people to cover everything. Count in afks you now need fairly large guild to be able to do all 24/7. This will deter a lot of close nit buddies playing in smaller groups unless of course they buy multiple characters.
Sharana wrote:There is very big difference between 600 cap now and 400 cap in the new tree. Forcing you to play in a community is good as it's doing it with 600 cap too. Theoretically you can be self sufficient as group of 4, but that will be masochism, because you have to invest a lot more gaming hours and you won't be able to defend yourself with 4 players, so the game is made to be played in a community even with the current tree and 600 cap.
Sharana wrote:There is very big difference between 600 cap now and 400 cap in the new tree. Forcing you to play in a community is good as it's doing it with 600 cap too. Theoretically you can be self sufficient as group of 4, but that will be masochism, because you have to invest a lot more gaming hours and you won't be able to defend yourself with 4 players, so the game is made to be played in a community even with the current tree and 600 cap.
Dragmar wrote:
By the sound of things you guys seem to think that anything above 5-8 members is a big guild. You have to remember that this is a game deliberatly designed around the notion of big communities. The diversity in both combat and PvE roles and the fact that the devs want 200vs200 combat should tell you that.
And last I checked your guild will need atleast 10 (correct me if Im wrong) members to even be able to claim a town, not even mention a country. So the idea that you should be able to manage a community with less then 10 ppl is rediculus.
Yes, if you set up a personal claim and want to do your own little thing with a farmplot and a few houses, that's legit, but you would have to pay someone else to build the buildings for you, buy your tools from someone, etc, etc.
Sharana wrote:My whole point was that spliting the current professions in raw matherial collecting (mining for example) and production (forging/armorsmithing) is very bad idea and very unfair in time/effort invested and will force many to create mining charters for example and mine the metal, because the blacksmith now is expected to mine and not simply wait for metal to make few clicks and forge the stuff needed.
To me that's a good way of doing it. You're making the proffecions similar in the early stage of the skill line, but giving them the option to diversify in the end of the lines.
Yes, you will not be able to be the best jewelcrafter and the best armorsmith at the same time, but that is a choice you have to make.
AfLIcTeD wrote:I don't think there is anything wrong with the skill tree and skill cap (except forestry). It gives alot more fexibilty, you can either be a armoursmith or a weapon/tool smith instead of having to do both now. I do think though that you should be able to choose to do bowcrafting or engineering and not have to do both.
I also don't think blacksmiths should have to mine their own ores, you tell a blacksmith he has to go get his own ore when he has got to supply weapons, armour and tools for 30+ people. If you choose mining and don't go mine ore for the smith then it is your group that suffers. Who cares which profession is easiest. It's called teamwork.
Dragmar wrote:By the sound of things you guys seem to think that anything above 5-8 members is a big guild. You have to remember that this is a game deliberatly designed around the notion of big communities. The diversity in both combat and PvE roles and the fact that the devs want 200vs200 combat should tell you that.
Andius wrote:I say the combat tree should be no more than 700 keeping the combat skill tree limited has two major effects.
1. It allows people to become PvP viable faster.
2. It requires you to put more thought into your combat "build."
However I've heard proposed, and generally like the idea of a "softcap" on skill points. Something along these lines.
0-600 normal progression
600-900 50% progression
900-1200 25% progression
1200-1500 12.5% progression
1500-1800 6.25% progression
etc.
Personally I'm not afraid of "One person doing everything" on the crafting end of things. Game's like Wurm Online have demonstrated that long enough progression and detailed enough crafting tend to see village members gravitate toward roles simply because of the fact that time is a real limitation.
Second "one person doing everything" is not a viable model in a Full Loot PvP MMO because one person is generally not an effective force and one person is even less capable of defending a settlement.
Third having such limited skillsets means that in a small village if a character leaves your village your village is now without a cook/smith/builder etc. This can lead to A LOT of frustration for smaller groups.
Fourth, I don't know why game's are so obsessed with marginalizing solo play. There are a lot of players who prefer to play alone or in very small groups. Heavily punishing these players only restricts the market for your product. The only MMO I can think of that makes solo play as hard as LiF is Mortal Online, and I know for me I ended up giving up on the game too early to get hooked into a group every time I tried it. That was largely due to bugs and racial imbalances but it was largely because I wanted to explore the political climate more in depth before hooking into a group, but the game was no fun as a solo player. Where games like Darkfall and Wurm that really should be played as a group but don't actively seek to restrict solo play, I played alone as long as I was comfortable. I've spend thousands more hours on those games than MO.
Andius wrote:I say the combat tree should be no more than 700 keeping the combat skill tree limited has two major effects.
1. It allows people to become PvP viable faster.
2. It requires you to put more thought into your combat "build."
However I've heard proposed, and generally like the idea of a "softcap" on skill points. Something along these lines.
0-600 normal progression
600-900 50% progression
900-1200 25% progression
1200-1500 12.5% progression
1500-1800 6.25% progression
etc.
Personally I'm not afraid of "One person doing everything" on the crafting end of things. Game's like Wurm Online have demonstrated that long enough progression and detailed enough crafting tend to see village members gravitate toward roles simply because of the fact that time is a real limitation.
Second "one person doing everything" is not a viable model in a Full Loot PvP MMO because one person is generally not an effective force and one person is even less capable of defending a settlement.
Third having such limited skillsets means that in a small village if a character leaves your village your village is now without a cook/smith/builder etc. This can lead to A LOT of frustration for smaller groups.
Fourth, I don't know why game's are so obsessed with marginalizing solo play. There are a lot of players who prefer to play alone or in very small groups. Heavily punishing these players only restricts the market for your product. The only MMO I can think of that makes solo play as hard as LiF is Mortal Online, and I know for me I ended up giving up on the game too early to get hooked into a group every time I tried it. That was largely due to bugs and racial imbalances but it was largely because I wanted to explore the political climate more in depth before hooking into a group, but the game was no fun as a solo player. Where games like Darkfall and Wurm that really should be played as a group but don't actively seek to restrict solo play, I played alone as long as I was comfortable. I've spend thousands more hours on those games than MO.