I would like to thank everyone that has taken the time to debate their opinion. All sides from all avenues of experience are both welcome, and appreciated. There has been a lot of constructive commentary along the way and I believe that we can further this discussion to create a very useful set of data to pull from. I have edited this first post to now represent a summary of the first six pages so that new readers can get a gist of the types of thoughts and ideas that are being thrown around. Many of the responses are very lengthy, so if you feel that I have misrepresented your post in the following TLDRs, please provide me with a chance so that I can better approach your thoughts.
Summary of Thoughts
ProfessorCat
"I wanted to start a discussion about the player market, and craft abilities. It's too easy to level craft gear, and that is why it just makes sense to take care of yourself for now. The same is true for most things in the game. The market is still growing into itself. A ton of players have checked out to say "yeah I'm not going to do cheese making because it's too intense to level" Is it any surprise there's a healthy market for stomachs? I'm sure the same will come true for other skills, as the cost becomes so high. --- I'm certain the intention will be along the lines of "oh look, I just spent 600 million on unlocking level 100. It will now be 2 months before I've earned enough experience to even be able to unlock level 110, and now I need a billion."
Aionlasting
- "I recall the solution to this panther paradox --- from another game --- If a player too high level killed lower mobs to butcher/skin them in Ac2, the corpse would be 'mutilated' and the higher level player could not gain any craft materials from it. This forced higher level players to fight monsters of equivocal difficulty in order to obtain their crafting materials. This removes the need to eliminate the profability of lower level gained materials while also constraining higher level players to appropriate content for the same materials --- In terms of a 'headhunting' system and 'lateral progression', I do agree there should be something of that nature."
- "You could make certain animals drop certain types of skin (instead of making higher level animals drop higher quality [tiered] skins) and simply require more skinning amounts for higher crafted tier gear. You could add complexity and variety by requiring various skins (i.e. panther, tiger, bear, etc... but NOT higher TIER because then we are back to our original problem) or simply introduce a whole new material like tallow, chitten, sinew, bone or w/e you want as long as you avoid making tiered versions that make previous version obsolete. The 'lateral progression' as opposed to 'vertical progression' of things as the author liked to say."
Oqua
- "I like the idea of diminishing returns with AoE, if you for lack of a better term "try and game the system" however I really do not like the potential blow back it could have on intended designs. "
- As a gardening/tailor I knew I was taking the low end of the making money strategy and I was ok with that. I told myself and others that it was removing as much RNG as possible, and removing the possibility that panthers would be camped etc.
- ---- "I regret my choice to some extent after having seen the numbers laid out in such a manner. When I consider all the work I put in to “make money?” and look at the panthers even a worst case situation, not to mention the fringe benefits of making money by combat, I cant help but feel mislead. A lot of MMO have a “crafting” aspect, its usually just there, part of my draw to PG was the idea that crafting has a purpose and point but more so could compete with the combat enthusiasts as it stands I do not see that. "
sudostahp
- I'm --- against any changes that restrict player freedoms. That includes restrictions on hunting areas and play styles --- I still feel that loot locking has done more damage to the community than it has benefited the community through balance. Project Gorgon is a sandbox in a sea of themepark MMOs, and the more that design aspect gets watered-down, the further it floats into a sea of mediocre competitors where it just gets lost. --- What we most desperately need isn't a nerf to AOEs --- we need more incentives to grind other areas that offer a similar level of reward. I fully support Ladriel's suggestion to increase loot drop value in later dungeons."
- "I don't know if vendor trash is the way to go, but I'm open to the idea."
- " --- Let's treat crafters as a business. In order for a business to be competitive, it needs to offer a product that's valuable, rare, inimitable, and the business needs to be organized to produce the product. Allowing crafters to specialize in items with different effects would shift crafting closer to the player market and away from needing to rely on work orders. I think that the "crafting wisdom" idea is a real gem, and I'd like to see it further explored."
Aionlasting
"You could make certain animals drop certain types of skin (instead of making higher level animals drop higher quality [tiered] skins) and simply require more skinning amounts for higher crafted tier gear. You could add complexity and variety by requiring various skins (i.e. panther, tiger, bear, etc... but NOT higher TIER because then we are back to our original problem) or simply introduce a whole new material like tallow, chitten, sinew, bone or w/e you want as long as you avoid making tiered versions that make previous version obsolete. The 'lateral progression' as opposed to 'vertical progression' of things as the author liked to say."
Mikhaila
"I'm going to disagree with your opinion that skinning is the problem, not panthers. You made a perfect build for doing panthers. Panthers have a high population, and a good spot to do AOE with room to run. You spend hours and hours doing it. Skinning isn't the problem. It's the combination of things resulting in a cash cow that many people build towards. You've found a way to maximize it and after months of doing it feel it's a problem. I agree, because if one way to make money is many times greater than anything else, it should be toned down. But do it with a scalpel, and not a large brush. You want to change an entire skill that is not OP for everyone else, just the people farming panthers with AOE builds."
Crissa
- "It wouldn't be so difficult to trigger dense spawns on player engagement, would it? So if there's one player engaging the panthers, they respawn slowly, two, a little quicker, and so on; increasing the density of mobs based upon players engaging with them? That would save server power (not tracking so many panthers while players are elsewhere) and helping bring up the engagement of the second or third player trying to play in the zone? --- The profitability of panthers is directly related to their density and spawn rate. If they're so notably different, that would be the simplest fix. It would also send skin-and-sell across the zones, spreading out the impact and making more zones options for someone trying to do this path. Changing the panthers may solve the three problems you mentioned: That more than one person at the panthers reduces their profitability so much; that panthers are more profitable than other spawns; that panthers are more profitable than other crafts."
- "If panthers aren't notably different than other skinning situations... Then yeah, maybe it's skinning. But the simplest is that maybe the place you can round up twenty of the same skinnable mob so easily is maybe outside what was calculated for."
Tagamogi
- The proposed AOE change makes sense but I enjoy the existing aoe. There aren't that many places in the game that allow crazy aoe and I get quite a kick out of collecting a bunch of zombies in Kur Tower and aoe'ing them down. And a good laugh when I miscalculate again and the zombies kill me before I kill them, which is pretty frequently. So, game balance-wise, your change is better, but argh, the current system is fun.
- "Head-hunting sounds more grindy than fun to me. It's possible it could be fun, I'm just not getting it."
- "I also don't get the idea of experience strikes. Experience is generally not something I greatly care about. I enjoy leveling, so getting xp bonuses that shorten the time I spend leveling seems like a backwards fun proposal to me in general."
- "Pacifist town, likewise not getting it. It sounds like mostly it would encourage me to afk in game until I meet the time requirements, or to create an alt in order to suck up the town's benefits."
- As someone who likes crafting, I feel that crafting in PG is in a very happy spot already. "
Celler
"Don't really see point in touching skin prices especially lower down as it will impact favor returns for new players.I think the Report Ladriel produced is both sound and of value, but frankly feel there are better things for most players to do than farm panthers continually and if there isn't then surely there missing out on much of the game. To me it's like the players that say I have max leather working, I did recipe A 4500 times and recipe B 7500 times, how cools that. To me it maybe a cheap option and they have the lvls but who wants to play a game like that, not me anyways."
Asashoryu
"Assuming the issue with higher level mobs not being sufficiently rewarding for upgrade costs is addressed, why not add a variation on a trivial loot system instead to mitigate dominant low-level AE farming by grossly over-skilled players. Something of the nature where mob items (dropped loot) and corpses (harvestable loot) have an increasing chance to be forfeited when attacking with a spell or ability >N levels higher than the mob 'level'."
Arundel
- "--- More grinding spots "
- "Make PLAYER merchants goods easier to identify in a timely manner"
- "Rewarding feeling from an action = continued motivation to repeat behavior"
"NPC merchants
A whole other issue with NPC merchants as a reliable "backup" measure for this failure in the economy is that player merchants "cycle" items. As more types of items that NPC takes are sold to him, he filters out the items one by one at the top. These items are often not useful at all (one of the few junk items) or have so few uses that they could sit on that merchant, but you may need them in high quantity and just not quite get there in time. This is not by itself a problem and I'm not sure it should be changed - but combined with the other issues listed above it has its own impact. "
ArkadyRandom
- " ---- powerful characters shouldn't trivialize content. ---- zones could have effective power caps so that it's not the high numbers, but the greater toolset that makes the character more adept in those zones. Say a zone has a power cap of 25. A newer less developed (low level) character would have fewer skills and combat options. Their skills and power would be less fleshed out. A more developed character would have more skill lines, better skills, and they would be operating at their power cap for that zone. Additionally the more developed character would have the gear and procs that give them a veteran edge compared to the "lowbie". They're still going to mow through content faster, much faster, but it's not going to be trivially faster and if they play poorly they'll die."
- "In any event, whatever the team comes up with I'm hoping there will be a happy balance between trivializing content and restrictive play. The end result needs to be fun and feel natural, not jarring."
User Comments
ProfessorCat
"Great article, and great effort on it, @fellentier. I read the entire thing."
Citan
"This is an interesting read, thanks!"
3lfk1ng
"I think that it's very thorough and shows how much you care for the success of this title. Thank you for your contribution."
sudostahp
"Thanks for the thoughtful post, Ladriel."
Hubris
"=) Great post!"