@d3Sync said in Power Gap Struggles:
I'll try and define my idea of basic materials. One step above primitive clothing that is done in your inventory. Not just hide and cloth. It would also include refining basic leathers and crafting basic leather armors. Refining basic alloys and crafting basic metal armors. So in terms of workbenches, I'd propose that non-citizens could have a basic smithy and smelter. A basic tanning tub and leatherwork bench. So on and so forth. The cities would have access to advanced workbenches. They would make all of the special alloys and leathers. Similarly, enchanting tables would stay, but not advanced ones. They would be in cities. That's the sort of way I'd like to see things play out. If you do that, you'd give these players the natural reason to take the crafts they've made into the cities for trade. Right now, the only reason is because the game tells you that you have to, or you can't progress. Or, you must grind your heart away to purchase gear to make your character more powerful. Which is fine. That's part of the economy. But it shouldn't be the sole reason. I believe this anti-solo mindset is creating a gate to content that isn't necessary.
Then, obviously, if you're going to let players refine, then you must allow them to harvest. I'll toss out an easy number, for the sake of conversation. On average, every 10 stone nodes that you mine, you'll get a random non-stone block. Of those non-stone resources, they'll have varying chances to drop as well. Including gems. This would at least give these players a chance to get something of value. And while it may not supplement the economy in a meaningful way, in terms of city needs, it may just be another bridge to convince solo players to interact in a natural way, without feeling forced. It will give them something valuable to barter with, as rags won't cut it. Weave all of these basic materials into common items, such as housing decorations, non-combat clothing, trinkets, weapons and armor, capes, etc. It would create a sort of sub-economy with the average player that wouldn't particularly effect the city economies. It's that sort of complexity that keeps people playing the game. Being able to sell the things they find, because they have value. We already know that charcoal isn't going to cut it for higher level alloys anyways. So even if they needed coal for something, they likely can't craft it with a basic bench, and even if they could, they'd have to go barter for coal in order to get it anyways. But, maybe they'd find JUST enough in those rare drops occasionally to create something valuable.
I like that definition and it is very fair I would say. Again I would prefer to have these kind of crafting stations and smelters as a feature that cities can make available to solos for a small fee (just to keep it private so no stealing is involved from anyone). However I completely understand your argument as to wanting more random stuff for the solo to do.
Currently I would say Enchanting mats are not really going to get you anywhere, in fact very little will if you are trying to trade with an active city ... the reason being is that most of us have made at least 1 other character which we dragged around getting KP which means we gathered a bunch of the Enchanting mats and gems (although i still dont understand what the plan is with all the chipped and damaged ones). Same goes for any and all leather ... i have thrown all my basic leather away since like day 2 because we had like 2 chests full of the stuff ready to be processed and it never seemed to go down.
The issue I see with this idea (the random stuff coming out of stone nodes) is that this same mechanic would apply to all the rocks the guilds/cities are hitting. Which would in itself devalue everything you are collecting in this way (except the most rare of stuff like flawless gems and/or certain ores). In this case my concern would be that the big groups might be incentive to go smack every rock looking for that rare thing and then we go back to the problem i mentioned before that you are forced out.
The way I think it should work is that the smaller groups, or god forbid a group of randoms, should look to attract solos to their city in order to create a small self feeding community. There are plenty of issues in this as well (like who gets dibs on the first metal stuff ... etc etc). BUT, this is the only way I see things going smoothly. Just because you are a part of the city does not mean you are not playing solo ... we have randoms (that occasionally shit the bed) in our city and we get a long grand atm.
Personally my concerns for this game are more related to how the game will play out between the different worlds. But that is probably a different topic entirely.
Not to go on forever again I would like to point to Life is Feudal and how that game worked out for solos ... or rather how it didn't. Frankly if you played that game solo I feel bad for you why would you do this to yourself. This might seem like a seg-way but what I wanted to say is that there doesn't always need to be a clear solo track in a game, maybe you should be forced to INTERACT in this MMO SANDBOX ...
PSS: I think that if the markets actually worked as intended (this being a player/guild issue as well) and solos just accepted that they might not find the ore themselves but would have to go and buy it after collecting some cash.
PSSS!: Sry again
but to make a note of why I think the game will play out differently, its highly linked to pvp. In a purely PvE setting I would love to go crazy city builder and pull in as many random bobs as possible and see how long it all lasts before the entire city catches on fire. BUT in the more pvp orientated environments you are going to see groups/guilds ,even those random groups of people that have come together just to survive vs those groups, focus on generating stockpiles and basic sets that are going to be used by those "core defenders" in the case of shit hitting the fan. This might not sit well for some solos since they are of the mindset "i mined it its my ore" well ... I get you but I'm sorry you are just wrong. I can feel the anger of those random solos even now but I'm sorry you just are. In a situation where we (guild, group or otherwise) must defend something then the first ppl that should be armed are those that are experienced and always around. Eventually everything becomes accessible, and if it is taking to long THERE is your opportunity to jump in and try and fix the problem, and if its not working thats all good move on ... I have seen plenty of big guilds die and lose to attrition as their PvP guys get lazy to farm and the PvE guys get tired of enabling them....