I think that's what a lot of people want but it will flatten the value of papyrus and I think that hurts new players a LOT. I like the idea that there are chores for willing individuals to do, it separates the player base and stimulates an otherwise bland economy.
The combined total would be the same, just less tedious to obtain. Instead of seeing 50 plants in one tile, I could spot 10 stacks of 5. More of a "chore" along the way to your destinstion as opposed to an entire job. Darkfall is a time eater, QoL changes that equate to efficiency are key.
I respectfully have to disagree, I think there should be chores like this for people to do. Darkfall would be better if there were lots of things to do that some people liked and others didn't, the game needs more niches. The easier papyrus is to get the more it becomes just another thing that everyone does. Right now a new player can come into the game and start piling up sales quickly if they pick papyrus, that creates a meaningful business relationship between a new player and a vet, that's a good thing. Imagine what it will be like if papyrus value plummeted, then new players will be trying to sell q1 mats, iron ore, timber, etc while the vets don't need q1 and get a steady supply of basic resources from their city. I would like to see the game go a step further and add more tedious tasks like picking papyrus, I think that's awesome, even if I don't partake in them personally. In a proper world there should be a large variety of chores for people to do, such as growing crops, fishing on the high seas, gathering dyes for the wealthy, excavating artifacts, etc. These are all things that many vets won't do and that's a very good t ing for the economy. We need to evolve from this era where everyone does everything, we need variety from one player to the next.
I don't disagree on the chores even for necessities, I'm just not sure it should be tied to character progression to too much extreme.
Like kilrain said, they shouldnt be items necessary for character progression. On top of that, what fengor suggested would give the exact same papyrus output, u just wouldnt be taking 10 steps and having to dismount to loot a buggy model for 1 papyrus. That is tedium overboard. When you are doing those activities, mind you they may be annoying to most, they are needed; however, i would rather ride around and dismount every 45sec-1min to loot a papyrus that will give me ~5-7 plants than i would dismounting every 10 sec to pick up 1 or 2. It never feels good to a player to loot 1 of anything, let a lone a plant. I can almost liken the 'annoying' factor to that of skinning something and getting nothing or 1 mat, except you get that feeling more often considering u have to keep dismounting constantly to get them every few seconds.
That's fair I suppose, but papyrus is really the only niche resource that we have that creates a unique job. I would love to see more jobs like papyrus collecting to spice up the game and add diversity to gameplay. I had a lot of fun in the papyrus market and I fear it will soon be dead if drastic changes are made, it also adds a lot of value to certain monsters and directly ties into the value of places like Rehnegar. Just some musings I think it's really important for the economy and fun for everyone. Especially since this is a sandbox style game it is much more fun when a new player can take control of their experience and do something beyond farming small monsters or becoming just another gatherer of basic materials
What we will end up doing is using papyrus in other crafting recipes. This will increase demand overall, but will not interfere with character progression because you only need to collect enough to gain skills where the rest can be filled by the gatherers seeking it as a profession.
On the final stretch, if you guys can find the time for it, i think it would be very important to make the game feel the least tedious as possible. -Possibility to craft a fullset with 1 click -Unequip all. -user-friendly enchanting process and easy to grind semi afk -Crafting time reduction (it should take less than a second to craft almost anything) -Add toolbags in shops: basically a bag that contains all the crafting/harvesting tool -Option to purchase anything with the gold from the bank, but there has to be a trade-off: you pay more if you chose that option. -Portal exit right where you spawn in each dungeon. There's more, but doing that before the 5th would be great.
In general I just wanted to reaffirm my support for the notion that the goal should NOT be to have an Individual do all or even the majority of things themselves and that the Economy and social interaction are the most important subjects for long term game health We NEED to do more to promote more trade and social interaction at every level ESPECIALLY from crafting and pve I get that a a lot of the old school people here are the extremely loan wolf, self reliant, and even anti social type (you kind of HAD to be to some extent just to make it this far) but lets not have that take away from the fact that a LOT of people quit over the years because of it and that this is ultimately an MMORPG I like the idea of "my main job is to do X and Y and then trade the excess for other things" We constantly hear this complaint that RoA is too tedious and time consuming and a lot of that is people are trying to do too much by themselves without proper mechanics or an environment in which they DON'T HAVE to The problem is when you allow and encourage someone to make everything in their pvp bag there is no room for primary crafters or traders so they quit and then lazy fucks like me have no one to buy from. Also part of that is the devaluation of gold as a currency which New Dawn is addressing with local banking but GLOBAL gold wallet which innately increases the usefulness and "value" of gold as a currency. Anyone who ever played Diablo 2 understands this gold quickly became totally worthless and stones of Jordan and bartering became the only one way to trade. Things didn't get quite that bad in DF1 but it was close near the end few people would trade for gold. That's a problem and I hope steps have been taken in RoA to avoid repeating that mistake. Gold being valueless is bad, but when even high end gear stops being valuable and really upsetting to lose or rewarding to acquire THAT is the end for Darkfall and if I see that starting to happen im gone. Not watching the slow death spiral again.
The reason for this is that DND is an EU server and both games are in beta, when RoA is released a lot of the EU players will come here, also last time I checked when DND is released it will be an NA server to, so some of the EU players that are playing DND just because it is an EU server will come here, so there will be plenty more EU players around. --- Post updated --- The grind now is far to easy (I mean b4 the 10x patch), it takes hardly any time to level a character which means people will end up bank staring far quicker than they did in DF1, which was a big problem.
We are "doing it live" when it comes to the economy (outside of internal testing). We can do this because of the tools we now have in place for monitoring. Testing it in beta other than "if this loot table works" won't be very useful at this point (if ever). The economy will be a never-ending mechanic that we monitor and adjust based around what the data tells us combined with player behavior.
To slow down people like my old SG from paying people $10 irl to feed them 1000+ paper so that they can max a character out in a couple of hours. The choice of selling nothing for nothing or illegally selling nothing for something, the logical choice would be to risk nothing to gain something. I personally don't care if you throttle or reduce skill gains or continuously add layers to the skill system or do nothing. The day I hit 100.0 in all my skills is the day the game basically tells me I won and can stop playing all the time. Every game comes to an end, we just need to make sure that when people meet the end of their time in Darkfall it is more like "The End?" Maybe some idea's are over thinking it, over developing the game. Maybe ten years from now the entire BPG team will be retired and a new generation has taken over. Maybe one of those fresh face young lads named @Andrew Jr. will say.... Yes, RoA needs freaking Cat Ear headbands!