These things that aren't regular to the game actually do give you LP, since paving and grassing gives LP, pretty decent LP might I add.
Well, they're not the worst LP around, but you'd get more if you turned those wheat seeds into flour instead of grass, so people are generally gonna choose to do that. Chipping stones is also a waste of time compared to other things you could be doing to advance your character.
It can be. You grossly underestimate many forms of grind, bronze gear has long been known as one of the best ways to grind LP on a character, making bronze equipment is god tier LP and if you drink some tea and wear full pearl gear it's just like "Woah" ,I don't even do this and those numbers are based on the ways I get LP, you could get it way faster doing bronze gear.
I guess that's nice for people who have bronze. Still, everyone praises wheat fields as the single best source.
Make pumpkin pie instead, you can always use more CON, or other foods. The whole point of farming for LP is to be useful.
If I have a river nearby, I can turned them into bread dough for more LP and then dump those. There's already more food in this village than anyone can eat. The only use for a 20x20 wheat field is for grinding (after we get our last stone mansion built).
You're also ignoring the fact that you aren't addressing a solution to the grind, you're just getting rid of a grind you don't like one for one you favor (getting one character to max and calling it a day)
why caps (especially combat) are very stupid. If you pay attention to updates, specifically combat oriented ones you'll see it's to help 'mid tier' players fare better against 'god tier' players, and it's been making a big difference.
Well, I'd prefer if there was essentially no grind and that gameplay was continuous/fun. It's not just me, nobody likes this grind - not even you. If my character could become established sooner, it just means I'd attack other people sooner or make an alt to do so sooner. So rather than waiting a year for me to attack you, you'd just wait a month or something.
I can only imagine how boring a battle would be if both combatants had equal stats. There would definitely be "perfect strategies" to win, so you'd just have your characters standing in front of each other doing something very predictable until one of you died by a very small margin. I think this is an issue with the combat system, though, not with the grinding nor with caps.
If you run out of numbers to raise, you have to find something else to do.
Nope. Name me an MMO with an easily reachable 'endgame' that doesn't have some other predefined ingame system for you to 'get better at'.
Well, I don't think I've ever really played an MMO that cut you some slack on the grinding. Space Station 13 simply doesn't have any form of grind or character improvement, so I don't think I can include that. DFO is probably the closest thing since my character is sorta close to the cap, but I don't even care enough to go that extra distance since there'll probably be some quests in the future to get me through those levels easier. I've enjoyed my fair share of PvP in DFO, made a new character of a different class close to my original character's level, and I've tried out some other classes (and some PvP on them). If you hit the cap and don't do those things, you can gamble your gold on reinforcing your weapon, which makes it slightly better, but also has a chance of destroying your weapon. I don't think that's really designed as a huge goal, though. It's mostly just "Sit tight till the next update, PvP, or make a new character."
1)You want a cap to tell you where your enemy is, real life isn't this way, games shouldn't be this way. You should have to guess (and there are many ways to pull out very good guesses when provoking enemies)
2)You assume a cap will fix this, you assume that somehow you spending 500 hours to level that character and then risking him anything will change because he's 'at max', it won't.
3)With caps any inheritance is stupid and shit and I love the ancestral system so far I just wish it was expanded. You'd lose everything with a system like this because gaining anything back is just stupid if there's a cap because you know where your enemy is when he comes back.
1) Not necessarily. I think the battle system could be more interesting with things like catapults, hidden daggers, poison-tipped weapons, etc. There are also variables in what combat mastery your opponents have taken on. They might hold swords in their hands to deceive you, but they might drop those, whip out their bows, and start sniping you. I want a cap for a better chance at an equally matched battle that would rely more on skill than stats.
2) Well, I'd always be up for an even lower cap. I assumed something like a cap at 150 wouldn't fly well at all and be controversial, but I imagine a cap at 50 would just be considered a joke. 500 hours is still something I wouldn't really risk too easily, though the following warriors would have an easier time getting up there if I could get my hands on a pearl necklace or whatever.
3) I like the general idea of the ancestors, but I don't like the current system. No one believes in tradition unless they're heading out to their own grave. Granted, you can't simply switch between tradition and change on a whim, but you can hand plow your stamina away and use your newfound hunger just to grind your stats a little more before heading out for battle. People reap all the benefits of change and only switch to tradition when it's convenient - I think this is pretty much abuse of the system and makes it pointless. As DeadlyPencil suggested in his thread, I think it would be better just to take the tradition/change slider away. Most of the prayers are pretty useless currently, moreso because people use custom clients (light + maps = worthless). The buff prayer sounds like it could be pretty devastating.
Your enemy might move to a new home after getting killed. The main reason that would be annoying is because he'd have to grind up his crop quality and stuff again, but it wouldn't be so bad if the grind was lessened.
I put more effort in, I got out better results.
If you feel so badly about it dig up Lothaudus's thread on the matter and actually reply, that Data could help (and help me understand why the hell you think a farmer with 1ua/mc/mm should be able to fair against an experienced warrior with 500+ in each stat.
Well, there isn't a whole lot of effort involved in this game. You just put more time in and/or started playing before me. I can also put time/"effort" into this game, sure. I could stop posting on the forum and spend more time grinding flour, I could setup a macro to improve my character while I'm asleep, I could multiclient and be grinding an alt while my main character is busy doing stuff like making bone glue. I could stop talking to my fellow villages whenever they're online, I could stop exploring... I could do a lot of things to make my character more efficient.
But this is all tedious grinding and it would be way more fun if it was put on a much smaller scale like in my Time Fcuk example. If you play for a week longer than I do, you'll be ahead, but then after a week or so I might be able to catch up and compete with you.
If you're talking about
this thread, I don't think it would help much if I posted there. That survey was probably taken by people assuming things work with our current grind/LP system. When you think about Q10 vs. Q80, we all imagine a huge difference already. Assuming their values were changed to be more similar, it would be less confusing/misleading to simply say Q10 vs. Q20. It's a pretty drawn out survey and it's hard to compare answers. It would be easier to say "How important do you think skills vs. stats should be in battle?" to which my answer is around 70% skill / 30% stats, i.e. grinding should take up way less of your time.
A newb farmer with absolutely no combat skills doesn't need to be able to beat a fully trained warrior. Imagine stats were capped at 50, now throw a newb warrior against an experienced one, each of them fully equipped with equally abusable high quality jewelry and armour. You can imagine their base stats don't make a huge difference; it's more about the way they do battle. But, as earlier stated, I think the combat system also needs work so that this battle wouldn't be a simple matter of bashing two action figures together.
Edit: Given your 'concepts' on the combat system I must ask, have you sparred much? Fought other people? hostiles? 2v1? 1v1? people with stats way above? way below? summonkilled?
What's your actual experience with the system?
I can kill a fox unarmed, though it's pretty tedious. Unless I use "call down the thunder" first from a shore or other safe spot, the fox will gain combat advantage before I can do much. Then I have to break its defense out while taking damage until I can actually hit the fox. I've tried to fight a boar unarmed, but it gained combat advantage and initiative way too quickly, then it can do that heart beat thing to attack you at a pretty rapid rate.
I've also tamed animals, so I have some understanding of how the combat system/options works.
I sparred someone in my newbiest days, he was also pretty newbie. It took one or two sling shots to beat each other. Unarmed battles also ended pretty quickly.
I've one punched my armourless friends before as a joke.
Someone tracked me down for theft, but I logged on a little before they arrived, so they couldn't summon kill me. The only thing I could do was run because they looked heavily geared whereas I had leather armour since I've never had access to a mine. He KO'd me with a sling and sunk my boat.
I destroyed a thief's hearthfire and summoned him, let a boar rough him up, then dumped his naked body in a palisade with no gate (which I built around his own home).
The people in my village are pretty inactive and weaker than I am. We're not exactly a great military nation and I doubt any of us intend to charge out to the battlefield to get ourselves killed, so combat isn't on our priority list. I'm positive any properly equipped enemy could do us in pretty easily. I'm guessing I won't even be able to kill a boar until I can break its defense in one or two hits, which is surely a long way off from 48 STR + 52 UA (plus a bear cape and bear tooth talisman).
I don't have a ton of experience with the battle system, and chances are I'm not going to try it out much if I have to invest so much time into a combat alt (until I'm well established with around 1200 hours of gameplay). Why does this huge time investment have to be necessary? Why would it be so bad if you had new challengers coming in? I imagine constantly maintaining "winning" status would be as boring as constantly maintaining "losing" status. You can argue in theory that people can attack each other as is and that it's not hard to make combat alts, but reality is reality.
Oddity wrote:Danno wrote:Of course, they probably wouldn't dare track me if I'm shown as online. They'd only track me while I'm offline so they can summon+kill me.
Where do you get this idea? Catching the perpetrator online is fun and often much easier than having to break into his place, which may not even be worth the time and effort.
I guess that depends on the village. A runestone with an empty threat of raiding was enough to scare one village off from securing their mine because they had bad experiences with raiders in the past. They killed one of our guys while he was offline (surprise!) since he left theft scents stealing stuff from the mine. They didn't kill him immediately even though they were spying on the mine; they killed him a day or so after the theft while the hasty guy was out in the wilderness with his wagon heading for the mine.
It may be fun and easy if you have god stats, sub-god stats, or a crack team of rangers, but I doubt you'd want to try it if you were just an average player. Or maybe if you could see that their crime was a newbie one. For example, stealing from a mine implies the thief doesn't have metal of their own; stealing from a settlement with no palisade implies the person is a common, petty thief. If someone's trying to ram your wall down by building a ram and a palisade around it, chances are they mean business and that you might not wanna mess with them. Why take the risk of getting your character killed in battle when you can kill the perpetrator while he's offline and then hide behind a wall? Not to mention you'd be full change and they'd be full tradition in a normal situation. If you enjoy tracking thieves down, then I guess you'd blatantly leave semi-valuables out in the open on your land claim.