Nerull wrote: ↑05 Jan 2021 10:45
Thalric wrote: ↑05 Jan 2021 00:14
Nerull wrote: ↑04 Jan 2021 15:43
Cherek metions one point that matters a lot: Distribution of grinders.
At higher end, if I recall correctly, most of the areas with highest xp footprint are neutral or good aligned. Locking evil out of some of these may require development of new evil only grinders to balance it out, unless we want Fangorn and Qualinesti to be overcamped/overpopulated due to lack of options.
Isn't the problem primarily on low or intermediate levels for good aligned when it comes to growth, and not endgame content?
How can it suddenly become a problem that fangorn and qualinesti becomes available to more people?
Evils will begin to complain they're not so entitled/lucky anymore?
Fangorn and Qualinesty are already available for the target group. The difference is that they can also utilize the other grinders, which means the xp pressure is divided or more spread out. By locking them only to for example Fangorn and Qualinesty would mean a grinding halt to general growth because of the limited xp footprint these areas give, which necessitates player stagnation / player number culling until numbers are sufficiently low enough to warrant time spent playing / growth rate normalizes. How many myths and supermyths do you think those 2 areas can sustain?
An analogy in regards to available xp footprint would be something like this: 10 sup guru herbalists that requires y herbs / hour to make it worthwhile / playable, divided on 20 (or x) areas that contains 3 (or z) herbs each, of which each resets after an hour (or zz). So, when you spend majority of your playtime just searching, and progression / number of herbs drops below a certain threshold, the odds for players quitting / going somewhere else, start to increase. The trend often continues until there are few enough players to make it worthwhile.
It is not unreasonable to expect that people spending x hours in a game to gain some returns/progression for their time spent, especially on necessary but repetative tasks, else, their incentives to remain playing probably drops drastically.
If we want to improve Genesis for all its players, we must strive to ensure that every step is playable for all factions, and not just for a few or certain factions. Yes, even the
High end, or
End game content (which isn't really the problem here).
It really looks to me that you're speaking from the same point of view as Chanele.
"Don't make it any harder for evils, because we like to have it easy".
Of course Chanele don't want things to change, because that means she would have to move out of Terel/Sybarus more often to fix her alignment.
And what you say, Nerull, simply doesn't make sense.
What is the target group for Qualinost and Fangorn? Huge evil players?
What is the target hunting grounds for the huge good players? Nothing?
Because ALL the other places make you so little evil that evils have no issue hunting there either.
And if they do go a bit below damned after several hours grind, they can visit some tiny hobgoblins in Sybarus or spend 8 minutes in Kalaman.
Also, you don't say what the issue is with opening Qualinost and Fangorn for others is.
You just say that because of that there are not enough grind spots, all of a sudden? As if the others will magically disappear..
I am not saying that you should make everything super damned. I am saying that it should be equally hard to go from evil to good, as it is from good to evil.
If that then is supposed to go really fast or really slow doesn't matter. But it ought to be the same!