@GamerSeuss said in Spell Tomes/Books?:
@WaterMerchant Also, to add to what you said (which I totally agree with, by the by)
Gold in this game is one of the easiest assets to acquire. Find a humanoid mob and just focus-grind that area if you want, and you can easily earn 1000s of gold in a day. Goblins can be tough in some places for early characters, but once a character has been around the block a couple times, tactics vs Goblins aren't that hard to come up with solo, and as a small to medium group, they become a cakewalk...then we look at places like the Veil of Shadows with the Zombies and Skeletons everywhere, you can probably grind out an 8 hr session there once you get even half-way decent equipment, or a couple buddies to go with you, and easily clear close to 10k gold.
This is true. But the conversation wasn't about how much gold you could grind in a day. Gold is a mere representation of what something is worth in cost and labor. In a player run economy, that cost is decided by what the player can sell something for. So it's not really relevant, as the cost for a spell could be 50k. It could be 100k.
Next, the Market places are going to probably be on a gold standard, even if Bartering is the norm, valuations will be done in gold, and someone will want to just buy stuff over trading as its simple and fast, so a dedicated merchant or small merchant's guild could amass quite a sum of gold for buying all the base skills/spells in the game early on, and they might even hand such items out for free to their newly joined members as a signing bonus, or to encourage those members to be the more militant arm of their guilds.
This is true. I already made a point of this and I think it's actually a net positive. It helps to give guilds the upper hand in recruitment and they can even offer certain rare spells as higher ranks in the guild, as a promotion. Since, in my idea, you'd have to specialize into Inscription, upgrade the spell fully, and have all the resources to make it.. It will be pretty guild or large group exclusive. But every now and then, these spells will make their way into the market at exorbitant costs, giving options to the peons. Despite them being quite expensive options.
Buying and selling skills just seems like a bad choice all around. I see no pros really to it, and all cons, even the perceived pros by some people end up being detrimental to the gameplay as it stands. You don't have to grind a monster to unlock it, generally no more than 100 kills of a creature is all it will take to get all they have to teach you, and often it's less than that right now. I want to explore, and encourage exploring.
It worked just fine in Ultima Online. Inscriptioners made mage tomes. They made spell scrolls to put in your mage tomes. They were a market item for a gold cost. It actually didn't affect peoples willingness to travel around. Dynamite can make the creation of those scrolls much more difficult than UO if they'd like. That would be my suggestion. And they have stated that UO is a major influence. So it's not out of the realm of possibility.
I think it depends on your definition of grind. Killing something 100 times to reveal a hidden spell is absolutely a grind. And I think most people will still find their own spells out in the wild, with a small number supplementing it with a purchase of a spell. I find it difficult to imagine that you can't perceive a single positive from this. That thinking is so one sided, it tells me that you don't want to see a positive, even if it's there. Especially since I have explained that purchasing a spell doesn't give you upgrades to it. It also wouldn't give you any knowledge of the creature, so you wouldn't know it's weaknesses. You'd still have to explore and kill that creature. You either didn't read what I said, or you're ignoring it.
Finally, to answer a comment from before as well, Fractured is not actually billed as a Primary PvP game with a lot of PvE elements added in (or however he put it, not looking back right now) but rather, it was and has been billed as a game that tries to equally (that's EQUALLY) support all 3 major playstyles out there, PvP, PvE, and those who like elements of both.