Cherek wrote:Yes, it has made a difference the last few months, but it would have been a temporary effect, and the world suffered from imbue-overflow long before the yule tree appeared. Level 3 imbues became a bit more common lately because of the tree, but even without that, people stacking up on a lot of level 1 and 2 imbues also has a very big effect. And let's not forget that intense imbues were far from unheard of before the tree. Yes, not many people had glittering stones so they could imbue intense things themselves before, but intense imbues are not THAT uncommon out in the wild, and the grinding teams and imbue harvesters of the world still found and used such imbues too.
Tree, however was a wonderfull idea. Remember that to make glittering stone you'll need 81 stones from faint items. Not quite easy.
I agree that ordinary stone become more common, but not because system changes, but some players decided to harvest a lot more.
Including me. I started imbue fun just half year ago and there was a days when I killed 1.5k NPC makeing almost no progress. To harvest.
There was some players like me and a lot of smaller players who harvest imbues to sell them on AH or directly to some players (like me, I payed for a lot of stones
and items with imbues outside AH). However even with spending hundreds plats and dozens of hours harvesting I motly made faint imbues.
Pron on weapons, because dmg stones were in few forms (air,elemental,death etc.) and only 2 weapons to imbue.
I think that was quite hard to collect imbue to player who do not harvest imbues (that almost always mean lower exp, thats hard to harvest on bigger NPCs)
and this all points at one "problem" :
Players who have time to play will be bigger and will have better equipment and better imbues then players who are in game for 2-3 hours/day or less.
Will imbue-cut or statcap will make game better ? I don't think so.
You'll just get bigger players out of game. Will there be more smaller ones ? Not in my opinion.
Not to be "bad" I'll share my ideas :
- limit imbues on single person
- keep one or 2 slots dmg-free
- watch double-login to avoid 1-2 small harvest imbues to bigger one
- keep imbue info to admin only to prevent looking wizards where good imbues are
- before making BIG steps make sure there was nothing like tree that unbalnace system even a bit
- make more profitable 2-4 teams with one big and 1-3 smaller players or find other way to bigger ones to help small ones
(more fun for small ones, better ingame xperience may help them both rise and stal in community)
- add some monday-task that requires cooperation small-big player
Most of us is for fun. Imbues , tree got something from hazard, makes you want just a little more.
I GOT UNUSUAL ITEMS!
What is that ? Air-spells (5pc) or something good ? The moment after getting it from corpse and checking what I got is excitment. Fun.
You can't rewerse game 20 years back where champion was biggest level. Where after hitting champ some people cheered and ...
plays less. The goal was to hit champion. After reaching it there was no fun for some to play more.
To get to myth is hard but add 2-3 more mortal levels and I bet there will be players who'll be back to try to reach it.
My point is : add goals to reach not limit/punish active ones.
And keep in mind that new players could have problems with brut level/quests. Its another thing to re-think.
But I guess not here and not now.