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View Full Version : How to reduce grind in a few easy steps


Kietharr
05-28-2009, 06:03 AM
1. Make all clan nodes automatically place resources in the clan bank rather than forcing players to click on them repeatedly, allow upgrades to said nodes to make them produce more resources faster.

2. Hirelings, like you promised. Let clans purchase hirelings to mine, gather, log, or fish the mapsquare surrounding their holding and deposit it into the guildbank. Allow them to be attackable and make their inventories contain the fruits of their labor, meaning that the clan has to exert some effort in guarding its harvesters, but won't be bothered to click 10,000 times. I don't care if you bump off a few shitty mobspawns to allow server resources for hirelings, they should have been ingame in the first place. This would also encourage conflict over resource rich city tiles.

3. Create all button for crafting, fucking enough said there. I don't care if it adds up all of the time total needed to craft all in inventory, as long as it saves clicks it's better than what we have now.

4. Gold mines: Allow some cities to have upgradeable gold mines that produce gold and deposit it in guildbanks.

5. Contested goldmines: Create areas where there is a goldmine out of city/hamlet areas, make clans control it by king of the hill mechanics, every 10 minutes or so said clan holds the mine they get gold. Make a few of these on mainland agon and one or two on each subcontinent. Good for conflict generation AND reduces grind, fun times amirite?

6. Realistic loot: If I kill a black knight, I should get his full suit of armor, with drop durability being what it is and repairing armor being impossible this wouldn't imbalance drops verses crafted gear any more than chests with dragon and infernal armor do.

7. Allow noob weapons to skill up again, add a basic 0reg cost nuke on par with mana missile to every school of magic. Grinding skills is no fun, no point in making it any more painful than it has to be.

8. SOFT CAP: MAKE ONE. There is no soft cap, figure out what you want in a softcap and make one or eventually everyone will just have 99-100 in every skill. Make separate caps for crafting and combat and have some basic skills (rigor, sprint, swim, ect) not contribute to the cap. This will also discourage grinding because people will know that the skills they grind up will eventually decay. Discouraging grinding encourages going out and having fun PvPing.

1-5 are the biggest issues in my eyes, if those were implemented the grind factor of this game would drop tenfold. Grinding gold is the most boring part of this game, actually being able to PvP for gold at contested mines would make gold gathering FUN.