Other > Suggestions

Farming, shops and the economy

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Sius:
blahblah read the entire suggestion I linked. Cooldown is something I would expect in browser game not in MMO RPG that takes place in Fallout universum. I've suggested that farming resources would be done somehow like this:
You get on world map where you would enter location but instead of tiny little map that we have now you will get into huge map (lets say 3x bigger than NCR). In such map resources would be hidden to you, revealing only when they get into your field of view. These maps could be pretty much anything from flat deserts up to abandoned gas stations/villages and so on and they would have their own "life". Meaning that you can engage geckos at one side of such map but on the other rats and spore plants would be fighting. Some NPCs like geckos could be simply crossing map from one edge to another, but rats would have nests there etc. Also there is great opportunity for quests in large maps rather then in "one screen" big encounters.

Anyway even if farming would not change from cooldowns to searching I would love to see those huge maps implemented because exploration is just hell of an excitement and hunters/scavengers would have their playground.

Drakonis:

--- Quote from: Nice_Boat on March 14, 2010, 03:43:12 am ---What argument? That there's more variation involved in farming? Take the median than, you could get a statistically significant sample from a single day of play. Or maybe that farming's faster? That's the point, mid tier stuff should be fast to get but not really useful outside of the area of mediocricity in PvP.

You're suggesting some funny super-dangerous high-tension red full-drop zones in a thread that's all about letting more people play with less stress in the areas that would be first marked as such. Effectively, you're just trying to ninja your way in here with an idea that's going to cater only to carebears getting shot in random places with their best gear on (because it essentialy comes down to "no loot unless I allow it or I'm shit out of luck") which wouldn't affect the problem of lack of action and overemphasizing bullshit repetitive tasks in any way.

Why wouldn't it affect those problems? Let's see. You enter a red zone (ie. a PvP zone where PvP is actually happening and not some random encounter that's going to get omitted by other players 99,9% of the times) - you drop everything. Nothing changes. People still fear PvP. Actually they fear it even more because you're saying repair should become a chore with time so the value of a single working piece of equipment increases.
You can't farm ammo? Well than, you have to craft to shoot. Dang, more boring shit to do if you want to participate in anything aside from goofing around.
Can't farm basic a weapon once you're capable of PvPing as a player? Oh wait, it's crafting time again.

Since we've already established that your idea has nothing to do with mine (and in fact both could just as well coexist without interfering with each other because they're about different aspects of the game), please start your own thread and stop interfering with mine. This is too serious of an issue to have the discussion lose focus.


But hey, you did say something valid after all:

... yeah, it's a different day and nobody's so enthusiastic about "realism", "important time sinks" and "new awesome crafter economy" anymore. It's a good day to remind all those guys how much better it all used to be and how much more time were they actually spending playing instead of waiting to play. A good day to decide to stick to what works and forget about utopian theorycrafting. I'll say it again. Spending "realistic" ammounts of time crafting is bullshit. If my gamemaster in a pen and paper game told me to take an hour to describe in detail how I make each of my grenades and then resolved the combat sequence in 5 minutes I'd simply tell him to fuck off and seek a better one. It'd be naive to think that the reception of this crafting system is any different - people are doing everything they can, including cheating, to avoid wasting their time like that. Dunno about the devs, but I can't really blame them for that.

--- End quote ---

Oh dear.. I didn't say "remember to make RED MAPS and make sure they are random encounters"... I was rather thinking about making it safer ptetty much everywhere, especially while roleplaying/crafting/hanging out with friends(i said safer because you still get to keep only 1 or 2 items if you are lucky, all meds, ammo, tools and other inventory items would drop. It's just what i've read from your first post is: People loose precious stuff in matter of seconds(not pro gangers etc) and only 'precious' stuff is suitable for PvP, thus No PvP for medicore players as they rightly fear of loosing the items. Your solution is to make items suitable for PvP easy replaceable, right(just as it was pre-wipe). I say that going back to what we have will lead to old problems or at least some of them but think about it- if your goal is to make medium stuff easy replaceable then PARTIAL% drop chance would do exactly the same. If lets say we have like 20%(non pk)-40%(pk) chance to loose your weapon this will encourage 'carebears' to maybe at least... try? I mean crafting takes a lot of efford, but the real problem here is loosing this efford in few seconds to organized groups that dominate whole game(you)- thats why medicore don't 'engage' into PvP(or do they).

/ok ill shut up now, not my idea thread, just thinking out loud. Keep the discussion goin- quite fun to read- lot's of interesting views :]

avv:

--- Quote from: Sius on March 14, 2010, 01:10:55 pm ---blahblah read the entire suggestion I linked. Cooldown is something I would expect in browser game not in MMO RPG that takes place in Fallout universum. I've suggested that farming resources would be done somehow like this:
You get on world map where you would enter location but instead of tiny little map that we have now you will get into huge map (lets say 3x bigger than NCR). In such map resources would be hidden to you, revealing only when they get into your field of view. These maps could be pretty much anything from flat deserts up to abandoned gas stations/villages and so on and they would have their own "life". Meaning that you can engage geckos at one side of such map but on the other rats and spore plants would be fighting. Some NPCs like geckos could be simply crossing map from one edge to another, but rats would have nests there etc. Also there is great opportunity for quests in large maps rather then in "one screen" big encounters.
--- End quote ---

This would be the best method of gathering I can think of. Nothing can compare on the excitement that's provided by riches and danger.

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