i know this have been said before, but consider making charges from items/potions on a 20 min timer .
Quik wrote: No and no.
If you want to solo take the downsides with it.
Otherwise, get a buffing partner or group and enjoy unlimited buffs as fast as you want.
Quik wrote: ↑Wed 27 Feb 2019 4:15 PMNo and no.
If you want to solo take the downsides with it.
Otherwise, get a buffing partner or group and enjoy unlimited buffs as fast as you want.
Quik wrote: ↑Wed 27 Feb 2019 4:15 PMNo and no.
If you want to solo take the downsides with it.
Otherwise, get a buffing partner or group and enjoy unlimited buffs as fast as you want.
I think with current settings, it's a safe bet anybody wanting to solo will have those charge items. I also agree that everybody going through a pointless 10 minute ritual just to be competitive isn't adding anything to the gameplay...and it just weighs down the gaming experience. Whether it's longer duration, or NPC buffbots, or complete removal of buff pots/charges...I support anything!Isavyr wrote: ↑Wed 27 Feb 2019 10:16 PMI support longer buffs from barrels, but not from charges. Charges are often as strong as buffs get, and the more user-friendly they are (longer lasting, cheaper), it will result in everyone wanting them to be competitive, at which point the system becomes silly--if everyone has them, why does everyone need to even go through a charge system at all?
Quik wrote: ↑Thu 28 Feb 2019 6:55 AM
Because the more you improve buffs from charges/pots the more you trivialize the classes with self buffing spec lines that depend on those same buffs to compete because they can't double up on them, yet you can get the same buffs they do PLUS you have something special they don't (scout has shield slam + now he has full line of buffs)
Sepplord wrote: ↑Thu 28 Feb 2019 7:12 AMThe cost to run fullbuffed (combined forces, sharkskin, haste pot, str/con charge, dex/qui charge, specAF charge) is about 240gold/hr, and is currently considered to be a luxury expense by the staff. Disregarding gold made in RvR even bad Farmers can PvP fullbuffed for about 80% of their time spent playing (1hour farm for 4hr buffed RvR)
Hedien wrote: ↑Thu 28 Feb 2019 7:28 AMSepplord wrote: ↑Thu 28 Feb 2019 7:12 AMThe cost to run fullbuffed (combined forces, sharkskin, haste pot, str/con charge, dex/qui charge, specAF charge) is about 240gold/hr, and is currently considered to be a luxury expense by the staff. Disregarding gold made in RvR even bad Farmers can PvP fullbuffed for about 80% of their time spent playing (1hour farm for 4hr buffed RvR)
That is - if you do not die and do not generate gold via kills.
Sepplord wrote: ↑Thu 28 Feb 2019 7:12 AMThe pots/charges are the main goldsinks of the economy (the market-fee is the other, and that also is utilized primarily by *drumroll* people buying potions).
The economy is already inflating because people have more and more gold, while having finished their templates etc. at the same time.
The cost to run fullbuffed (combined forces, sharkskin, haste pot, str/con charge, dex/qui charge, specAF charge) is about 240gold/hr, and is currently considered to be a luxury expense by the staff. Disregarding gold made in RvR even bad Farmers can PvP fullbuffed for about 80% of their time spent playing (1hour farm for 4hr buffed RvR)
The thing is, i don't think they will make this considerably cheaper. So a longer timer would come with equally increased material costs.
BUT imagine buffing up, going out and dieing within two minutes? That would cost you twice as much money, while you only benefit from it when you live longer than the ten minutes.
cuuchulain79 wrote: ↑Thu 28 Feb 2019 2:14 PMSepplord wrote: ↑Thu 28 Feb 2019 7:12 AMThe pots/charges are the main goldsinks of the economy (the market-fee is the other, and that also is utilized primarily by *drumroll* people buying potions).
The economy is already inflating because people have more and more gold, while having finished their templates etc. at the same time.
The cost to run fullbuffed (combined forces, sharkskin, haste pot, str/con charge, dex/qui charge, specAF charge) is about 240gold/hr, and is currently considered to be a luxury expense by the staff. Disregarding gold made in RvR even bad Farmers can PvP fullbuffed for about 80% of their time spent playing (1hour farm for 4hr buffed RvR)
The thing is, i don't think they will make this considerably cheaper. So a longer timer would come with equally increased material costs.
BUT imagine buffing up, going out and dieing within two minutes? That would cost you twice as much money, while you only benefit from it when you live longer than the ten minutes.
I agree there need to be gold sinks...I just don't think burdening solo'ers with the main gold sink costs is the right approach. Making all end game items easy to attain, but then requiring farming multiple plat/week, just to be on the same level as other solo'ers...it's a bit flipped around IMO. It makes players keep paying (and dealing with juggling buffs all the time), just to play the game at 100%...the difference between a temp'd 50 with or without buff pots & charges is huge...nobody is going to try and play without them. I do think the constant upkeep costs will eventually erode away the soloing game play.
Honestly, if all buff pots/items were just removed, soloing would become way more enjoyable...I'd even argue it would be more balanced from class to class...
Other money sinks IMO could be developed...perhaps down the road upgrading doors...or the old standard of drop only items that people feel inspired to farm plat to get.
Anyway...I'm guessing most of the players who want to solo here tried it on Uthgard as well...and the annoyance of 10 minute micromanagement was absolutely a factor in diminishing solo action there...even once 9 charge pots came....and now it's also way more expensive here too...I just don't see a soloing community developing here (aside from the minstrels & skalds who will go out solo to gank xp'ers here until the bitter end of time )
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