Trosis wrote:
How is this an mmo concept? This is an RPG concept.
A lot of PVE requires solid groups. Nobody wants to join these groups because they have nothing to gain from that particular PvE.
I'm trying to come up with something so that everyone can benifit from these trips, making them much more frequent.
Right now, loyalty tokens for leadership/mentoring and phat loot are our only motivators.
(Also bragging rights, I guess. But that is a personal motivator, not a code-based motivator)
Fragments would increase travel across Pyrathia. And I think it's important if the different areas want to be utilized. Knowledge is already lost, as it is. Let's not let the few vets we have left die off too.
Here's how it's an MMO concept: you've stopped talking about fun as the most important motivator.
You used the terms "monthly" to talk about repeatable quests and "cleared" to refer to instanced areas instead of respawning ones... those are MMO concepts. PvE does not require solid groups. Efficient PvE requires competent players with appropriate characters. These concepts work in an MMO environment where zero sum gains and infinite potential exist. They do not work in an environment where there is a vast mechanical disparity between characters of different builds and scarcity of rewards. Getting fragments to forge into tokens is currency obfuscation, pure MMO logic for hiding the grind from players under a panache of Skinner Boxed Delights.
Syn wrote:
I don't see Nashira playing a character and running around in his awesome tanso-AC adamantite w/ travelling endurance enchants, or his cool helmet with detect magic script, do you?
We used to have a theory that Nashira played a character that ran around in extremely nice MR gear, but Nashira's kindly come forward and cleared that up. Ironically, this might support your point here.
I agree with the underlying sentiments I think you're expressing, many builders appear to want players to lower their expectations of what their time is worth. Whether that is an unintended consequence of the risk/reward design implementation or an actual, true feeling remains to be clarified.