There are wolves and wanna be wolves, never seen a sheep that likes to be constantly farmed while enjoying pve. Enchanting makes wolves overpowered and the tedius behind it make it not even worth trying. Just add enchanting gem recipes to alchemy, 0 dev effort and problem solved. Work smart not hard.
I've offered up many ideas how to turn PvE around. Ill post a few points here. HAVE to make PvE leveling a thing. People should not be able to have a max char in 2 weeks. Points System for all monsters depending on tier level. I have offered up ideas on how to turn the current mediation system into a point yielding system for monsters. Make Mediation used INSTANT and able to used on anything for your char - Example to raise your str from 50 to 51 would cost 200 mediation points. From 51 to 52 would be 400 and so on...( you can adjust how many points it cost to raise ) So then you go out and farm ANY MONSTER. Depending on the tier level will determine how much mediation points it gives. So a Goblin would yield like 20 mediation points you can USE ANYWHERE to develop your character. Now this point system would be amazing for people that are actually leveling cause ANY monsters will have some value. Dungeon quest would be awesome. But what about PvE farming for MAX CHARS?? People who are max just have NOTHING to do...so have the mediation convert into Nithron coins. like 20k Mediation could be turned into like 10 Nithron coins that. I know this would effect the cash shop but would put alot of people into the world farming for their subs and skins. You can also make a mediation value market...say like 2k mediation points for a JB? 5k for an SB? 10k for an armor set?
I think if you even install and play this game whether or not you are a "real" wolf or not already puts you in the category of a psychopath. Anything added to the game that could potentially add more people is never a bad thing, whether it attracts a wolf, a sheep or even a wanna be wolf. Fact remains though, sheep outnumber the wolves in every facet of mmo's by 99 to 1. WoW is a great example of this, and if somehow these guys can manage to attract just .1% of the millions of players they have would still be a monstrous gain to RoA lol. Sometimes working smarter and harder, pays off.
Should keep in mind that this poll is polling the existing community who consist of a heavily PVP group of players since any sense of PVE players have long left this game.
why would you call them wolves and sheeps in a game with no open world pvp, no full loot, istances and ranking it's beyond me. In order to think that you are above the food chain, that as other people farm mobs you can farm them, you must be a psychopath.
Just because someone plays WoW and does the pvp there doesn't mean that player is not a wolf. There are tons of DF players that have played WoW and started there before coming here. It's just we (well BPG) needs to add more pve type elements to attract more players, plain and simple.
If you are thinking about doing this. I would take a gander over at Albion Online's "Reaver" mechanics. It is a pretty simple solution to what you are talking about. Additional bonuses on weapons, relics etc. Can all be added, but do not require mutual exclusivity.
Sounds okay on paper, but I could see a ton of issues coming out of a change like this. For example, there is more to becoming pvp viable than just getting skills/stats capped. If new players need to grind up a separate set of PVE skills in order to kill harder spawns, then there is an additional barrier to getting the gear/enchants that they need. A change like this would indirectly increase the gap between a new player and a vet, which would hurt new player retention IMO (especially with a DFO level of grind).
What you should do is finish the current patch and then finish embers of war and the territory control system and then, maybe, just maybe take the time to look at PVE! But if you just have to help PVEers right now, add more high end loot spawns so your chances of pveing without it ending in a pvp gank would be a little better.
PvE is not exciting at all without the risk of PvP. Might as well play other instanced games such as AoC, or WoW.
this exactly! As long as you can be killed by PVP'rs in a PVE spawn there will always be a population issue with this game. If you are doing this to get your pvp crowd to spend longer grinding on mobs to keep them playing longer, then you are only going to piss them off even more. The reason is because you need to kill those mobs to build your gear bags and pvp'rs don't want to spend the time doing it. If you are doing this to attract more PVE type players, then it's pointless because after getting ganked a few times they will logout and uninstall the game. I know this is an unpopular idea with the vocal minority here, but I always thought this game would thrive better if the only pvp areas were the 4 islands, center map, and then each region that holds a player city, hamlet, dungeon, and village. Leave players alone while they grind on mobs and gather materials for crafting/trading and building their gear bags. (if you did this then your separate PVE and PVP skills/abilities would make sense) If not, leave it alone, you are only going to piss off the few players you have left and any new pvp type players that show up won't stay too long with not being able to build up their bank faster because now it takes sooo long to grind on pve mobs to get the gear they need for pvp. When unholy wars first launched you could get a lot of good stuff inside the safe zones and it was easy enough for everyone to go back to the safe zone to regear and then head out for more fights. It's only a very small percentage of players that actually have unlimited banks that can just pvp every day without having to do much to get their gear. After a few players bitched about not being able to kill them in the safe zones AV killed the safe zone resources and this along with other dumb moves the game died out fairly quick.
This isn't the topic, at all. You are replying to someone saying the opposite of you. --- Post updated --- Also, for those who seem to be confused this is not a discussion of separating PVE and PVP AREAS, it's a discussion of creating another tree to develop your character. People have been talking bout it for a long time. The progression, due to becoming PVP viable in such a short time, dies off very quickly. By allowing the character to affect PVE differently than they do PVP we can create nearly endless possibilities for character advancement that will never affect PVP balance.
For me you are to way for killing rise of agon and force someone to restart all...( buy the darkfall licence from tasos ecc lol ) 1 to many change to the darkfall gameplay and simplify the pvp meccanics... 2 remove the full loot For me you doing a great job guys and im sure one day many new players try this unique game....but try to fix all the magior bugs....add one island for new players whit a good tuttorial first to teleport them to the starter....make more easy replace/make gear bag...make an arena for tounaments/wager fight....make enchanting more easy....new racial skills...more arrows type....new armours....rebalance the table loot of mobs in the main continent...territory controll....start to make some trailer 90%of the players didnt know rise of agon...
You need to encourage group farming. There's no group farming outside of champions. There's a few things you can duo. It's a mmorpg but half the time is spent alone waiting for a monster to respawn. People used to group farm before skill gains patch. Now nearly half the spawns are useless. Didn't ND do something with group scaling?
Feel like this could be done without making a themepark on the side --- Post updated --- If you want to do something like this you can do it in a much simpler way that does not change the game in such a drastic way by simply adding or changing some of the current dungeon to be non pvp zones and add actual pve combat mechanics and special dungeon pve items and loot and relics. Work on a dungeon at a time and keep adding more dungeons that do the same thing. Then you will have what your suggesting without directly interfering with the game that people supported. Or at least less so.
That is not progression. What I'm proposing wouldn't interfere with the game, it would add to it. We plan to add in a monster book (can't remember the name off hand) where you learn about the monsters and as you learn you get better at killing them. Well, that's essentially what this is but much more broad. You are able to continue to gain in pve strength without affecting pvp balance.