Gold / Consumable level

Started by Jasede, January 06, 2014, 06:26:38 PM

Previous topic - Next topic

Zango_Unchained

Quote from: Pandip;368285If we're going to talk about consumables and the acquisition of such, I think alchemy and herbalism are a growing problem. They're systems that are driven almost solely by the OOC MMO grinding mentality and are often subject to similar exploitation and abuse. Outside of sharing recipes and creating relationships through apprenticeship and such (which I rarely, if ever, see done for any extended period of time), the alchemy and herbalism systems don't really contribute to the interactions and storytelling of the server.

In fact, more than anything else, alchemy and herbalism seem to encourage OOC selfishness, griefing, and seclusion. People tear up plants for the sake of doing it without trying to promote an IC conflict from such acts. Even people in the same faction or within an alliance seem to scramble for what reagents they can whenever the plants are replenished. Worse yet, both systems seems to go through fads. One person discovers a piece of prime loot and suddenly the entire server's mystically discovered the recipe for such. And I haven't even begun to mention the recently created PC's that are crafting obscenely powerful items from the get-go.

I don't know if anyone shares my sentiments, but of late the alchemy and herbalism systems have mostly just left me feeling sour about how people can sometimes act OOCly on the server.

Alchemist over population can be handled icly. [Hefts an axe.] But honestly, they say they are revamping the system so give them time.

ObsceneOoze

Well not all alchemists are like that, its an immensely dangerous system and if they weaken its stuff I really think it isn't worth doing considering you can even risk perm in some situations. I hope when you say revamping it only means resetting the recipes or something. I for one am a new alchemist and it irritates me that just because you have a few ooc alchemists (which can be easily handled by telling the players oocly and if they don't listen hitting a delete button in the vault by a DM) that the system is getting warped. And really.. its not going to change anything in the end, all you do is slow them down and make them re-search for all those recipes then bam! here we are again at the same problem, where they spend tons of time researching and bring back recipes all over again. It's obvious when someone is oocly utilizing recipes, and I think the better solution would be to punish those players, rather than messing with an entire system messing with the ooc players and the good players. When in the end.. They are just going to find it all again someday and return to old habits.

Ebok

The system needs revamped do to power and loot changes, supply of certain ingredients, and the setting change in general. The system is quite large, and the time our DMs have is quite limited. It will take some time to go over this project, propose changes with other DMs and then mess with the math behind the system. Its just, or shouldnt be, an attempt to curtail certain players, but rather make the results of any player more feasible.

Alchemy, like every other facet of this game, is designed to be spammed over and over again with a risk reward that makes it fun for some people. Quests will be quested, Alchemy will be looted, and the path of least resistance will be take to get a player to his or her own goals. Knowledge from one character to the next will happen, purposefully, habitually, or simply by accident.

djspectre

On the topic of alchemy, I personally wont give reagents or sunderable items to alchemists that havent been around for a significant time.

The part that DOES bother me is these alchemists regularly skimming loot for stuff that is useful to the rest of the party BEFORE the quest or adventure is over. Then to add insult to injury, they dont even say they are going to sunder something....you just have to see the little sparkle of that action instead.

ObsceneOoze

I always want to thrash loot skimmers.. Even as an alchemist I don't do that, and it irritates me immensely.

Aefar

In my opinion, every system has its strong and weak sides... and in all systems a natural balance creates.

More often dying characters have access to low lvl quests and are wealthy and well supplied. Higher lvl characters usually need every rare coin to buy supplies and all the time they live in feeling of lack.

If you make the low lvl quests limited, you are punishing long living charachters. Higher lvl characters can reach these quest at the beginning. After half a year, they die several times on DM event and use all their supplies... and now they are without a chance to get back... they cannot make quest for XP and cannot get gold from it. (The natural balance will perhaps cause, that they could only kill other wealthy low lvl PCs to get their supplies and gold :twisted:)

Every change will have long term and quite unpredictable consequences (like in real economy) and the first sight solution need not be effective at all. I do not believe that any restrictions will lead to better system. Who wants to find a way how to loot the system as much as possible, he will always do it... and those who want to make other things (roleplay), they will always be a step behind (in wealth). On the other hand, they have usually better social status, DM support and so on...