orius wrote:
A magic user/hybrid will generally have more items than a tank, so unless the variable is going to take class into account, it's probably going to nerf prep classes. Should prep be rewarded? Yes.
What happens if you don't have many active players to brew/scribe and you want to get enough for you and your allies?
You would get punished for logging out during a raid. It would probably merit further investigation as to whether or not it was for the purpose of safeguarding loot. In which case they would probably be punished even more with loot being taken away.
I have logged out during 0 raids and put up a resistance every time, either alone or with one other person against 2 to 5+. A griffon weapon that was consequently removed due to how imbalanced it was after I junked it even though Imms determined it wasn't against the rules. Get your own orbs.
Finney's idea would certainly be to my benefit at this present time, but that doesn't mean I like it. It won't necessarily give players openings if the occupying force can just overwhelm the rest of the playerbase. Sure, you might get a quick bs;get corp;quaff word in. Then what? Hide somewhere and do the same thing you're trying to change? It buffs rogues and ranged and other classes that have higher survivability and lower recovery time after being victim PK.
I'm of the opinion there should be a certain and harsh diminishing return on preparation. Should preparation be rewarded? Without a single doubt. Should someone who made 3 characters brew for him a functionally infinite amount of healing potions be rewarded more than someone who had one character brew a fistful of potions for him? In my opinion - absolutely #&*$ing not. I don't think 15 hours of preparation should be rewarded much harder than 1.5 hours of preparation, though 1.5 hours should be rewarded significantly more than 15 minutes. That is an arbitrary timeline and number, but you get my idea. PK is as much about strategy as it is about preparation, and I just don't think one should be allowed to bypass large sections of strategy because they have a limitless set of hours to burn on prep. This is what I think, so read what I'm writing with that context: if you disagree, then you will fundamentally disagree with the proposition. It's just one of those things. It's cool.
I understand, with limited players around, it poses a problem for matching up hours between support classes and others. It reinforces contact between people as a positive, but I don't want to gloss over how that is a problem. I just don't care that it's a problem - there's a certain chunk of the game that should be coded around a limited playerbase, and there's a certain chunk that the playerbase size just can't be considered. This is one of the latter: it is zero-sum, because both you and your enemy will be faced with the same problem. It makes support classes both more desirable and yet limits the burden put on them (no more 15 hours of brewing for an entire cabal because you picked class A). I like that the enchant changes because they headed in this direction, and I think hoarding/prep work needs to head that way too. There's a lot - a LOT - of consequences other than this. How will containers on the ground work, what about containers on charms - will it unveil a fistful of balance issues that were covered up by consumables that will cause extreme pain/maybe exodus from a class until resolved? Possibly. I'm okay with that, but I can understand people not.
I like people getting punished for logging out during a raid. I've never done it, and I've held some mighty fancy lewt before (and lost it). This idea drastically increases the value of your preparation choices, but also similarly decreases the cost of replenishment. Chew on it a bit and it might not seem so bad. Then again, it probably still will.
Dulrik wrote:
What are people's opinions about what would be considered a fair number of hours to be located at an inn? Probably not as long as is currently required to be logged in from anywhere, but what does that number look like?
I like a solid 33% of required hours, but I could be argued down to as low as 25%. Perhaps have there be tiered echoes when a person logs in regarding how closely the thieves have been eyeing their sweet lewt, based on how close they are to reaching said goal.