Been playing for a month now. Have a 57 GWF and a 65 pal. Once I hit 60 it blew my mind. What am I doing changing levels all the time. One place I'm 70 fighting level 73's another place I'm downgraded to 64. Have no clue to what the blue quests are and why I'm collecting junk that I'm not using. I never seen any crafting system like this one. Send guy out for 6 hours to collect stuff I can't use????? I can make extra crafters and can send 3 out at a time to collect stuff I don't need. I only play a few hours a day. Why do you have a bidding system that will last days when I will have leveled up to the point where I don't need it anymore by the time the bidding is over? Don't get me wrong I do like this game. It's very appealing to the eyes and simple user interface. I don't have to remember 40 keystrokes to kill something is just fun. Keeping things simple is fun. 40 different types of currencies is not fun at all.
The game itself doesn't really start until level 70, that's when you can start worrying about gear, refinement and auction house buying/selling. For you I would suggest focusing on leadership and opening up as many craft slots on each char as possible. Also when you get to lvl 66+ do the quest line in Spinward Rise for your weapons. After that you'll be 70 and wanting to do dungeons so you'll want to grab some lvl 70 blue armor/accessories on AH which will give you enough HP to play your part in dungeon groups.
After that you'll get into campaigns and you'll quickly run into tons of currencies which will confuse you pretty quickly. Most of them will be used to get through the campaigns to gain your boons, after that most of them are worthless.
The whole snip-and-your're-now-lvl-60 is one of the problems of this game. It renders all profession item useless. Logical solution:
Make EVERY quest-reward multiplied by 10% (!). Bring foundry back on and introduce much more quests.
That would introduce a much less interesting game for players starting a new char you fear? Well, redesign those worldmap to have task for level 10-60 in ALL (sometimes much to small!!) zones, clear the ways, have high level monsters not right at the border of villages, thereby leavin room for lower level chars to be a bit more safe as long as they stick to the (patroled) roads.
Get rid of this absurd quest currency system, introduce a massive currency reform that deals with the fact that some players have huge stocks from exploits. Be LOGICAL. A Platin bowl should be worth MORE that a goldcoin (!) and hence drop RARELY and for sure not from a greywolf.
Introduce resources, that one has to actually GET from some areas (Runescape, Ultima Online et. al.) and let players produce USEFUL items.
Dont bind all items to level! A good sword is still a good sword in the hands of a beginner and a deadly widowmaker in the hands of a trained fighter. There is no "Level-60-sword" but there might be a sword+1 or a sword+5. And it might have a suggested strenght to wield it with a malus if you're below and a bonus if your above. Thats how ROLEPLAYING-SYSTEMS usually work, ever heard of??
Introduce an UPDATING process for items, like refining but better thought of. You already can update a sword+1 per profession to a sword+2, why cant you let a weaponsmith do that with ANY wheapon? It's his gοddamn job!
Well, for the last part, i already know the answer: it's because your item-system does not have a well thought-of structural implementation in the game. I mean, a peridot and a peridot bound to char are two completely different items instead of one item having different flags. Redesign this.
There are so many ideas that'd just need a COMPETENT team to implement them :[
TGet rid of this absurd quest currency system, introduce a massive currency reform that deals with the fact that some players have huge stocks from exploits. Be LOGICAL. A Platinum bowl should be worth MORE that a goldcoin (!) and hence drop RARELY and for sure not from a greywolf.
Ha!
I'll trade you this Sweet Berries for a dozen Jeweled Silver Bowls, a dozen Jeweled Silver Cups, a half-dozen Bejeweled Siver Platters, and a handful of Precious Black Pearls.
Been playing for a month now. Have a 57 GWF and a 65 pal. Once I hit 60 it blew my mind. What am I doing changing levels all the time. One place I'm 70 fighting level 73's another place I'm downgraded to 64. Have no clue to what the blue quests are and why I'm collecting junk that I'm not using. I never seen any crafting system like this one. Send guy out for 6 hours to collect stuff I can't use????? I can make extra crafters and can send 3 out at a time to collect stuff I don't need. I only play a few hours a day. Why do you have a bidding system that will last days when I will have leveled up to the point where I don't need it anymore by the time the bidding is over? Don't get me wrong I do like this game. It's very appealing to the eyes and simple user interface. I don't have to remember 40 keystrokes to kill something is just fun. Keeping things simple is fun. 40 different types of currencies is not fun at all.
Keeping things simple is fun....Indeed...I completely concur comrad.
These Devs are very very adept in many ways as we can plainly see in the game's graphics and basic mechanics...But..and i think its plausible that they have hidden deep within their inner minds a belief that in order for players to appreciate their abilities, more complexity in a game will reveal this....Its not so. The reverse is true.
Comments
After that you'll get into campaigns and you'll quickly run into tons of currencies which will confuse you pretty quickly. Most of them will be used to get through the campaigns to gain your boons, after that most of them are worthless.
Nothing beats having someone who has "been there done that" to walk you through.
The Guild Recruitment Forum and the NW_Legit_Community are 2 places where you can start.
And that is where the game fails. It should start at level 1 and be all about the journey to level 70.
But.. too much emphasis is placed on getting to "endgame".
"...I grab my wiener and charge!" - ironzerg79
Been playing for 2 years and even I find some system overly confusing.
For example:
Black Ice professions.
Refining system.
Professions that craft unique items, like weapons and reinforced armor pieces.
Invoking.
So many currencies.
I can see a new player saying screw this...
Make EVERY quest-reward multiplied by 10% (!). Bring foundry back on and introduce much more quests.
That would introduce a much less interesting game for players starting a new char you fear? Well, redesign those worldmap to have task for level 10-60 in ALL (sometimes much to small!!) zones, clear the ways, have high level monsters not right at the border of villages, thereby leavin room for lower level chars to be a bit more safe as long as they stick to the (patroled) roads.
Get rid of this absurd quest currency system, introduce a massive currency reform that deals with the fact that some players have huge stocks from exploits. Be LOGICAL. A Platin bowl should be worth MORE that a goldcoin (!) and hence drop RARELY and for sure not from a greywolf.
Introduce resources, that one has to actually GET from some areas (Runescape, Ultima Online et. al.) and let players produce USEFUL items.
Dont bind all items to level! A good sword is still a good sword in the hands of a beginner and a deadly widowmaker in the hands of a trained fighter. There is no "Level-60-sword" but there might be a sword+1 or a sword+5. And it might have a suggested strenght to wield it with a malus if you're below and a bonus if your above. Thats how ROLEPLAYING-SYSTEMS usually work, ever heard of??
Introduce an UPDATING process for items, like refining but better thought of. You already can update a sword+1 per profession to a sword+2, why cant you let a weaponsmith do that with ANY wheapon? It's his gοddamn job!
Well, for the last part, i already know the answer: it's because your item-system does not have a well thought-of structural implementation in the game. I mean, a peridot and a peridot bound to char are two completely different items instead of one item having different flags. Redesign this.
There are so many ideas that'd just need a COMPETENT team to implement them :[
Ha!
I'll trade you this Sweet Berries for a dozen Jeweled Silver Bowls, a dozen Jeweled Silver Cups, a half-dozen Bejeweled Siver Platters, and a handful of Precious Black Pearls.
Encounter Matrix | Advanced Foundry Topics
Keeping things simple is fun....Indeed...I completely concur comrad.
These Devs are very very adept in many ways as we can plainly see in the game's graphics and basic mechanics...But..and i think its plausible that they have hidden deep within their inner minds a belief that in order for players to appreciate their abilities, more complexity in a game will reveal this....Its not so. The reverse is true.
Encounter Matrix | Advanced Foundry Topics