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|Cambion 02.22.2015 15:05|
I just played a game last night , where for the first time in years I felt scared. And it was not due to PvP which is another discussion point .
With a group of friends we Adventured for hours with the odds stacked against us , with no free roads and no easy mode gathering. And all because Goblinworks got their numbers wrong .
Again the Best night of gaming I have really had against a World/PvE for many years and something that should be thought about.
Now the observations I would raise are below:-
|Wylder 02.22.2015 15:14|
I'd expect monster hexes, escalations and dungeons to be what most of us experienced yesterday. In a way it was a good bug.
|markelphoenix 02.23.2015 05:39|
I REALLY enjoyed 4.1 as well. Fix Fighter Training Bug, Make it so that monsters don't spawn around respawn-shrines so that you get stuck in an infinite death loop, and have it so that 'roads' are, for the most part, a safer way to travel than the wilderness, and I think you have a pretty good solution.
I did hear a lot of gripes from gatherer's, though. Perhaps, a trade off could be made? If we really want that kind of density, then perhaps majorly enhance the production per node? Or make a node stick around for five harvests per node?
The main complaint gatherer's have, is that it makes nearly impossible for them to gather alone, while an adventurer class can slowly solo their way through most monster density (with exceptions, of course). The above solution would resolve the problem two fold.
First) It encourages group play. Where as now, it would be slightly frustrating baby-sitting gatherers with the way gathering works now. One Node Harvest, Disappears, clear four monster groups, one more node harvest, kill six more monster groups to get to a node, node harvest, etc. This is fine if the mobs in question happen to be something that the Adventure class wants to fight (i.e. they are farming skeletons for divine, or higher level mobs for drops), but when it is swarms of goblins and bandits…meh
Second) If the gatherer really wants to solo, if he can at least find one or two nodes that he can clear to, he will be able to get a decent chunk of resources, while still having the immense risk of 'if I sneeze wrong and am not aware of my surroundings, I will die'. It ups the incentive for them to actually take the risk of gathering, as opposed to waiting for their party to hold their hand.
Third) Gatherer, arm thyself! Will encourage gatherer groups to invest in low tier weapon skills, if they want to do their own clearing. With the usefulness of Knowledge skills having been spoken of in relation to Holding management, it would complement their Gathering contribution to Holdings. In this scenario, gatherer's now are Harvesting Nodes, Clearing Mob groups for salvage and recipes (thus choosing to increase Knowledge skills for drops and future content), and are making themselves a bit more durable in general (which will also aid them in case a PVPer comes a long).
Ultimately, the risk we felt during 4.1 was amazing for a lot of us, and having that risk, imho, adds value. If gatherer's can harvest with impunity, it largely devalues of the corresponding resources. If there is a clear and present danger when one chooses to gather, that gets calculated into the cost curve for the resources gathered.
I also see this as a way for 'smaller settlements' to differentiate them selves. Form a 'harvest schedule' where you will have defenders and scouts. Offer their services in Marchmont for the gatherer types that are interested in that play style. Also provides more of a reason for new players to join a Settlement, given that it is another nudge for 'play with others'.
|Edam 02.23.2015 06:25|
ah … no
At least not unless you live in one of those areas where your adjoining hexes mainly spawn wolves and bandits.
There is no way you could solo through ogre country even with Tier 2 gear.
Keepers we fight ogres all the time, I happily stand and fight up to 3 ogres so long as only one is red. More than that solo means picking off one or two and then running but with the mob density running was impossible.