Post by Saber on Sept 5, 2014 7:59:37 GMT
So, it's probably very easy to notice that everyone is blowing through the level thresholds like no tomorrow, and those who don't either wash out or are doing so in a very steady manner. There is nothing wrong with this style of gameplay, but I feel like it's hurting everyone else.
What I am talking about is, as the title states, the crafting limitation. This limitation essentially is created by us players being forced to use physical items in order to craft what we want (like a hammer for example). The gear we are able to create is thus restricted by the level of the tool we have, allowing Staff to control what we can make and it actually limits what we can research. I can understand this and to be honest, I didn't have a problem with it at first. However, in my view, having this system has turned it into both a monopoly and a brick wall. As far as I know, Neun is the only one with a level 20 hammer; this forces everyone else to only go to Neun for their equipment whereas myself, who doesn't have the hammer, can only do crafts up to level 10. Because of the majority being beyond level 10, it's obvious that they would bring business to Neun instead.
This also is a problem because we now have level 50s to 80s wearing level 10 gear. I'm going to use what Luna says for this; it breaks immersion like nothing I have ever seen before. I am restricted in literally everything I do because I can't fight anything equivalent to my actual level. Now, I could just RP as a lower level but why should I be punished and be forced to do that after all of my hard work? I'm level 65 and I should be painted the walls with pigs blood where I still actually have to work to kill one of the stupid things.
My suggestion is simple; get rid of the items that restrict us. Instead, I would implement a material based process. Rather than force us to wait for an event where we -might- get an item based on our -potential- interaction and playing (I say this because not everyone is around for the events going on all the time), make it so we can still create things but it is still a pain to do so, or just a little more tedious but something we can actually do.
For example;
If I want to make a level fifty sword, I obviously can't use level ten material. So instead, maybe I should have to buy a certain number of that material to equal the material I need.
Another way to do this would be to do something more game-like. It'll make work a little more difficult for Moderators, but maybe have some sort of loot-drop system implemented based on the levels of monsters. Don't so something like in SAO and make a bunch of random items, but do like ya'll did before. All level ten monsters drop level ten materials, all level twenties drop level twenty stuff, and so on. The only additional thing would be that players would have to discern the levels of the monsters they fight, and mods would have to roll a dice of some size to determine how many materials a person gets. It's an extra step, but it's also gives people another reason to play; you can't just buy materials. You have to fight for them like you would in a real game. By doing this, you can still restrict players from creating higher level gear based on the levels of the Monsters they fight. So the Staff team still doesn't have to rush to make higher level monsters because of higher level players.
As of this moment, players cannot increase the cap for available gear because it isn't possible to make gold from coal. You cannot create something better than what you initially have without using something that is already better. It's impossible no matter what you do and that is science. You can reinforce something by adding layers or adjusting its properties a little with heat or cold, but you cannot increase it any other way. I can't make a level 20 hammer with a level 10 hammer because I cannot manipulate level 20 materials to make that higher level hammer.
I am personally not suggesting that the Staff implement anything I have written above. What I am asking is that the Staff look into this as a potential for a serious problem that we are having.
What I am talking about is, as the title states, the crafting limitation. This limitation essentially is created by us players being forced to use physical items in order to craft what we want (like a hammer for example). The gear we are able to create is thus restricted by the level of the tool we have, allowing Staff to control what we can make and it actually limits what we can research. I can understand this and to be honest, I didn't have a problem with it at first. However, in my view, having this system has turned it into both a monopoly and a brick wall. As far as I know, Neun is the only one with a level 20 hammer; this forces everyone else to only go to Neun for their equipment whereas myself, who doesn't have the hammer, can only do crafts up to level 10. Because of the majority being beyond level 10, it's obvious that they would bring business to Neun instead.
This also is a problem because we now have level 50s to 80s wearing level 10 gear. I'm going to use what Luna says for this; it breaks immersion like nothing I have ever seen before. I am restricted in literally everything I do because I can't fight anything equivalent to my actual level. Now, I could just RP as a lower level but why should I be punished and be forced to do that after all of my hard work? I'm level 65 and I should be painted the walls with pigs blood where I still actually have to work to kill one of the stupid things.
My suggestion is simple; get rid of the items that restrict us. Instead, I would implement a material based process. Rather than force us to wait for an event where we -might- get an item based on our -potential- interaction and playing (I say this because not everyone is around for the events going on all the time), make it so we can still create things but it is still a pain to do so, or just a little more tedious but something we can actually do.
For example;
If I want to make a level fifty sword, I obviously can't use level ten material. So instead, maybe I should have to buy a certain number of that material to equal the material I need.
Another way to do this would be to do something more game-like. It'll make work a little more difficult for Moderators, but maybe have some sort of loot-drop system implemented based on the levels of monsters. Don't so something like in SAO and make a bunch of random items, but do like ya'll did before. All level ten monsters drop level ten materials, all level twenties drop level twenty stuff, and so on. The only additional thing would be that players would have to discern the levels of the monsters they fight, and mods would have to roll a dice of some size to determine how many materials a person gets. It's an extra step, but it's also gives people another reason to play; you can't just buy materials. You have to fight for them like you would in a real game. By doing this, you can still restrict players from creating higher level gear based on the levels of the Monsters they fight. So the Staff team still doesn't have to rush to make higher level monsters because of higher level players.
As of this moment, players cannot increase the cap for available gear because it isn't possible to make gold from coal. You cannot create something better than what you initially have without using something that is already better. It's impossible no matter what you do and that is science. You can reinforce something by adding layers or adjusting its properties a little with heat or cold, but you cannot increase it any other way. I can't make a level 20 hammer with a level 10 hammer because I cannot manipulate level 20 materials to make that higher level hammer.
I am personally not suggesting that the Staff implement anything I have written above. What I am asking is that the Staff look into this as a potential for a serious problem that we are having.