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Should consecrate & enchant be added to other classes?
Poll ended at Tue Feb 03, 2015 5:52 am
Yes 48%  48%  [ 11 ]
No 52%  52%  [ 12 ]
Total votes : 23
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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 2:17 pm 
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Not really, it's a population issue, changing the code will imbalance things, if my paladin could consecrated his own stuff, the only thing I need to worry about is dying. This lack of need makes me seek our priests less reducing rp opportunities, I believe that is counter productive to d's goals toward player interaction.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 2:19 pm 
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I think I clearly stated many times that it is a population issue - the who list is small. You seem intent on disagreeing no matter what is posted.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 2:24 pm 
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I was clarifying things for myself actually.

Unless there are sine actual changes in the works we aren't aware of I think these ideas we are presenting are a waste of time. Energy should be spent on population control.

Transparency on this issue would be nice, reducing the strain of people getting burned out over this stuff. You are going to end up making people flutter off if they become to overwhelmed our too frustrated and they are a rate commodity not to burn through.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 2:34 pm 
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If a tradeskill crafting system is going to be worth anyone's time, it will basically be giving the means of enchanting and more out to every character.

Spreading the enchant/consecrate spells might be one of the smarter ways to beta test the impact on player habits before too much work is done for a change of direction.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 5:11 pm 
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Location: Seattle
SK Character: Theodoric
I voted yes for all clergy to get consecrate and all mages to get enchant.

And it's certainly not a population issue - it is not new that to play a priest/sorcerer long term you must be callous. Were the who list 50 people long, priests/sorcerers would still be getting overloaded with requests. We are all getting older and I cannot imagine why anyone would not support spreading this load around so that more people can enjoy the game as it's meant to be - with enough enchants/consecrates to actually do challenging content when we're lucky enough to get the group online.

Especially with the changes to consecration/enchanting to make it so that no 1 character can do all their own work, this is a no brainer to me.

Please, please make this happen.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 5:53 pm 
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Location: With a patuty in mah sewty
SK Character: Ivstnesr, Drakey
patrisaurus wrote:
I voted yes for all clergy to get consecrate and all mages to get enchant.

And it's certainly not a population issue - it is not new that to play a priest/sorcerer long term you must be callous. Were the who list 50 people long, priests/sorcerers would still be getting overloaded with requests. We are all getting older and I cannot imagine why anyone would not support spreading this load around so that more people can enjoy the game as it's meant to be - with enough enchants/consecrates to actually do challenging content when we're lucky enough to get the group online.

Especially with the changes to consecration/enchanting to make it so that no 1 character can do all their own work, this is a no brainer to me.

Please, please make this happen.


^QFT


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 6:45 pm 
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patrisaurus wrote:
Especially with the changes to consecration/enchanting to make it so that no 1 character can do all their own work


About that-

Why did you guys do that?

Getting all of my work done used to be a lot easier, and the playercount used to be a lot higher. Please let everyone enchant/consecrate for everything. What did divvying them up do for us?

Enchant was broken, but what you guys have done to it is not a fix.

Instead of making new sexy changes to solve the low playercount issue around getting work done, you could just suck it up, admit that you made a mistake, take a step back, and replace an old feature (both priest and sorceror being able to do all enchanting) which had been previously lost.

In chess, in starcraft, in war and in all other manifestations of strategy, steps back are a crucial part of tactics. Sometimes it's to correct an oversight, sometimes it's just because the field has changed and you need to respond to the new position, especially if the new reality has revealed a weakness. In this case, the new reality is low playercount, which has created a weakness on the viability of getting enchanting work done, another bump in the road to getting 'geared out.'

So, what are the game mechanics going to do to accommodate this new reality? What's Dulrik's strategy?

Hint: The safest positions are the ones you've already taken. The safest strategies are the ones that have already worked.

It's not even about having the humility to say, 'I was wrong.' You weren't necessarily wrong, it's just that the situation changed on you. The playercount got shrivelled up. Respond intelligently. Go back to your old idea that didn't cause this problem.


Last edited by Lumiere on Tue Jan 27, 2015 7:05 pm, edited 1 time in total.

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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 6:58 pm 
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I believe they called the paradigm "forced interaction" during the initial deployment.

The concept was that it forced you to interact with more people.

It's something I dread seeing in the much-anticipated tradeskill system.


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 7:10 pm 
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'Forced interactions' are generally boring, RP-less rituals like 'hey you got some herbz?' or 'halp rez plz.'

All of the great interactions I've had in the game were.. consensual?

(insert tentacle rape gif)


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 Post subject: Re: Consecrate & Enchant
PostPosted: Tue Jan 27, 2015 7:25 pm 
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Lumiere wrote:
(insert tentacle rape gif)


Image


Image


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