Ruggan wrote:How about we just get back to the topic. I agree with Voideka, I also perceive the general trend of these discussions to be praise of any new game mechanics (which I'd wager is due to players being excited by the fact that we're actually getting developments) combined with the shunning of negative opinions.
Viewing QL requires PER. Newbies have 10 PER, no initial access to PER food, and need quite a bit of PER to even see what is considered "medium" (50+) quality.
QL System. There is literally no use for low quality goods. Newbies have nothing worthwhile to trade and will take a bit of investment to have any processed goods that people want. (Food is an exception, barely.) Note that I'm not suggesting that the QL system is scrapped by any means, just that low quality goods are given more utility such that newbies aren't a complete waste of resources.
Travel Weariness. Newbies can't get Beer/Wine easily, beds suck. Traveling sucks for anyone that doesn't want to live in the wasteland. I realize it isn't finished, but when will it be?
Rivers and Swimming. Do I even need to explain this one? Yes, let's confine all new characters to a desolate wasteland until they gain enough CON to brave a river. Also not finished, but when will it be?
Combat. It takes a bit of initial investment to be able to fight any retaliatory animals, and the balance between unarmed and melee is a bit ridiculous (i.e. they are not balanced).
Black Arts. Now that newbies can't buy PvP skills without a ton of LP, they can't effectively retaliate against thieves and have to rely on established players. There is no good reason for this.
Thorns & Run Speed. I see no good reason to make the most common terrain (forest) such a pain in the ass to run around in. C'est la vie.
Blaze wrote:I don't know why people can't just walk in forests...
Also, thorns are never a problem when you can just make clogs...
Which shouldn't be a problem since animals don't aggro until lvl 3, and all the tree-less areas are level 1 since people live there.
Voideka wrote:I don't understand what you're trying to say here. I was talking about you, in addition to other people.
Voideka wrote:I wasn't planning on paging through post histories.
Chakravanti wrote:Yes, I agree it's easier to just assume we're all circle jerking instead of actually getting to know people around here.
Ruggan wrote:Personally, I feel that many recent changes (including some in this update) have had a negative impact on the game by increasing the game's learning curve and giving even the most simple activities high initial costs.
Ruggan wrote: Viewing QL requires PER. Newbies have 10 PER, no initial access to PER food, and need quite a bit of PER to even see what is considered "medium" (50+) quality.
Ruggan wrote:QL System. There is literally no use for low quality goods.
Ruggan wrote:Newbies have nothing worthwhile to trade and will take a bit of investment to have any processed goods that people want.
Ruggan wrote:Travel Weariness. Newbies can't get Beer/Wine easily, beds suck. Traveling sucks for anyone that doesn't want to live in the wasteland. I realize it isn't finished, but when will it be?
Ruggan wrote: Rivers and Swimming. Do I even need to explain this one? Yes, let's confine all new characters to a desolate wasteland until they gain enough CON to brave a river. Also not finished, but when will it be?
Ruggan wrote:Combat
Ruggan wrote:Black Arts. Now that newbies can't buy PvP skills without a ton of LP, they can't effectively retaliate against thieves and have to rely on established players. There is no good reason for this.
Ruggan wrote:Thorns & Run Speed.
Ruggan wrote:joining with other established players / a town. This may be true, but it should by no means be a requirement
Chakravanti wrote:Yes, I agree it's easier to just assume we're all circle jerking instead of actually getting to know people around here.
Chakravanti wrote:plant and eat a shitton of carrots. how is that not newbie food??? it's what i did as a newbie. In fact...it's what more advanced players profess to do...including myuself
Screw carrot cakes. That's for selling to high end players that need to cram back 300FEPs/point. At that point....even I would just grow a more massive carrot field.
Chakravanti wrote:You have obviously not been hanging around trade chat very much? LInen - Any Q, Mushrooms/piros Q10+, Bread LESS THAN Q10. (i.e. filling, no feps, A miner's favorite staple beyond raw meat)
Chakravanti wrote:For now, newbies are best off NOT traveling. Hearhting at moorlands when finding cows or out at some nearby L1/2 hunting grounds is cool but tbh you just don't need to go anywhere unless you have people you want to join. In which case they may escort you and you'll have acees to resources to help you develop faster.
Chakravanti wrote:Why do you want to go traveling through Mordor when you can't survive it anyway? TBH Rivers are the only MEANS of surviving the travel of a great distance. As it stands, If I were determined, I could walk a freshly created charecter to any of the surrounding 8 supers.
Chakravanti wrote:Flaws in the combat system vs. AI have been studied extensively. The revamp of the combat system is most likely pending PvP analysis.
Chakravanti wrote:It's been said by loftar that high LP cost of black arts is but a place holder for a different system of preventing altthieves. Enablling black skills to be effective for newbies wouldn't mean you'll suffer less grief. It would mean you would suffer more.
theTrav wrote:Ruggan wrote:QL System. There is literally no use for low quality goods.
Cellars, Banners, Merchant robes, water skins, backpacks, boots, walls, mining. Do I need to go on?
theTrav wrote:Ruggan wrote:Newbies have nothing worthwhile to trade and will take a bit of investment to have any processed goods that people want.
I've put newbies to work in TCoB moments after they started making tree pots and planting trees and harvesting hemp and turning it to cloth for the banners. I paid them in hides, backpacks and copper coins.
theTrav wrote:Ruggan wrote:Travel Weariness. Newbies can't get Beer/Wine easily, beds suck. Traveling sucks for anyone that doesn't want to live in the wasteland. I realize it isn't finished, but when will it be?
I'm hard line anti teleport so we're probably never going to come to agreement on this topic.
theTrav wrote:Ruggan wrote: Rivers and Swimming. Do I even need to explain this one? Yes, let's confine all new characters to a desolate wasteland until they gain enough CON to brave a river. Also not finished, but when will it be?
they are not confined, the starting location is not completely surrounded by rivers. Civilization currently extends quite a ways out into forested areas.
theTrav wrote:Ruggan wrote:joining with other established players / a town. This may be true, but it should by no means be a requirement
I don't think it's a requirement now, but it makes it several magnitudes easier to get started... Do you want it to be equal difficulty solo vs town play? Or are you just arguing that the current balance is to heavily in favour of towns?
Ruggan wrote:theTrav wrote:Ruggan wrote:QL System. There is literally no use for low quality goods.
Cellars, Banners, Merchant robes, water skins, backpacks, boots, walls, mining. Do I need to go on?
Like I said above, either the goods are affected by the QL system (in which case newbies are completely worthless at making them) or the goods are not affected by the QL system (in which case these goods are irrelevant as they do nothing to demonstrate the effect of the QL system on new players), with a few exceptions.
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