At the beginning, I would like to say that I am not against PK, if I think someone is up to something or is attacking me, I will fight back as best as possible. The problem is that of all the RPG classes, this game disproportionately favours evil ones. Actions should have consequences, there is absolutely no penalty for killing people, especially those who have no means of defence because they are in gathering setup (that includes fishers). They aren't concerned with reputation, they can enter cities by /suicide commands, and roam freely there, and use the facilities because there are no guards to kill them off. When someone is proud that they killed 350 people, I think we all know 80% of them were newbies, gatherers, and couriers. If the IP difference is too great, this kill shouldn't even count in any statistics; otherwise these stats can be pumped up artificially and therefore they mean nothing. To make a reputation system mean something, a great reputation should considerably increase resistance to attacks, it can be implemented in several ways, to prevent abuse. Or maybe you could just drop what you have on you, so your tools and ore are safe. These are just some loose suggestions, I am aware it requires deeper consideration before being implemented.
If I am what I wear - then in gathering setup I am a gatherer, I shouldn't be forced by the game to compete with PKers because I have no means to win. I am speaking from the perspective of a normal fairly new player. I have been playing RPG games for 30 years, I even wrote RPG economy systems for some. By my observation, a disproportion of PK and non-PK is a common occurrence in MMORPG, but it is usually PK game play which becomes a niche, which also isn't good. I think developers a bit overdid it, and it is not even economically feasible for them in the long run - gankers can pay premium easily with in game money they got from looting people. Looking at Steam awards percentages - most people who try this game are not interested in PK at all.
But okay, let's assume you, devs, want to change nothing in the PK system itself, still high-risk and high reward is not a case when it comes to harvesting on Red Zones, currently it is high risk, low rewards. As I mentioned in my previous posts - resources are too scarce, especially if you consider the enormous influx of players. I do not go to RZ to harvest granite or travertine, why it is even there? I get there for T6 and T7 resources, and I can spend an hour or two there and harvest 50 stone pieces in 30 ore pieces. I need 4 stones to make one block, not counting lower tier resources, to upgrade one building to T6 I need to harvest on the RZ 12 hours non-stop at this rate (600/50=12). This is, of course, an optimal number because most of the slate I ever collected I lost along with low-level clothing and tools. I could buy slate from some big guilds aka cartels (by the way, why is nothing being done with them?) that control the market in the game, but I am a gatherer, I have skill, my game play is to gather resources, not buy them, and if you consider the output rate and the cost of tools - one is simply forced to buy these resources.
I know there will people who come under this thread and tell me the cliché that "it is a PK game". It is not a PK-only game, it has crafting, gathering, farming, and those skills should also allow, by themselves the end game achievements within their scope. Also, someone has to craft the items PKers used to kill each other. However, the current system disproportionately favours the big old players, with big guilds and vast connections, because of how it is set up, there appears to be no point of entry for new players.
Another problem with gathering are gathering and ganking bots, when I was a game admin or a game mod, I was not bad at hunting bots, as I pay great attention to details. I am pretty sure several chars I met e.g. in Gutras Hill are bots, but unfortunately, I don't have any material evidence, it is basically unobtainable for a normal player, you can only observe the bot-like behaviour patterns.
It is not like I am the only person who is concerned with these issues, I did a review of Steam and Reddit comments before posting this. I tried to keep this post constructive and helpful.
If I am what I wear - then in gathering setup I am a gatherer, I shouldn't be forced by the game to compete with PKers because I have no means to win. I am speaking from the perspective of a normal fairly new player. I have been playing RPG games for 30 years, I even wrote RPG economy systems for some. By my observation, a disproportion of PK and non-PK is a common occurrence in MMORPG, but it is usually PK game play which becomes a niche, which also isn't good. I think developers a bit overdid it, and it is not even economically feasible for them in the long run - gankers can pay premium easily with in game money they got from looting people. Looking at Steam awards percentages - most people who try this game are not interested in PK at all.
But okay, let's assume you, devs, want to change nothing in the PK system itself, still high-risk and high reward is not a case when it comes to harvesting on Red Zones, currently it is high risk, low rewards. As I mentioned in my previous posts - resources are too scarce, especially if you consider the enormous influx of players. I do not go to RZ to harvest granite or travertine, why it is even there? I get there for T6 and T7 resources, and I can spend an hour or two there and harvest 50 stone pieces in 30 ore pieces. I need 4 stones to make one block, not counting lower tier resources, to upgrade one building to T6 I need to harvest on the RZ 12 hours non-stop at this rate (600/50=12). This is, of course, an optimal number because most of the slate I ever collected I lost along with low-level clothing and tools. I could buy slate from some big guilds aka cartels (by the way, why is nothing being done with them?) that control the market in the game, but I am a gatherer, I have skill, my game play is to gather resources, not buy them, and if you consider the output rate and the cost of tools - one is simply forced to buy these resources.
I know there will people who come under this thread and tell me the cliché that "it is a PK game". It is not a PK-only game, it has crafting, gathering, farming, and those skills should also allow, by themselves the end game achievements within their scope. Also, someone has to craft the items PKers used to kill each other. However, the current system disproportionately favours the big old players, with big guilds and vast connections, because of how it is set up, there appears to be no point of entry for new players.
Another problem with gathering are gathering and ganking bots, when I was a game admin or a game mod, I was not bad at hunting bots, as I pay great attention to details. I am pretty sure several chars I met e.g. in Gutras Hill are bots, but unfortunately, I don't have any material evidence, it is basically unobtainable for a normal player, you can only observe the bot-like behaviour patterns.
It is not like I am the only person who is concerned with these issues, I did a review of Steam and Reddit comments before posting this. I tried to keep this post constructive and helpful.
The post was edited 3 times, last by Platynowa ().