Cherek wrote:
No Amorana, nobody is dictating anything.
Never said anyone was. At least not in this thread.
Cherek wrote:
I asked for your general opinions, IF there was to be a limit, what would it be? If it sounded like it was decided there was gonna be a limit, it's not. Nothing is decided at all about anything in this thread. I simply wanted to know if the rest of you felt the same as I regarding the two week limit, and now I am curious to hear what you think about a limit of any kind.
I am not saying there should be a limit. I am trying to think of both positive and negative arguments for a limit, or no limit and it's interesting to hear opinions from those of you who use the most herbs and components.
Well, here you kind of did:
Cherek wrote:
I dont know, but think it would be logical to have SOME type of limit on how much you can carry. Sure you can carry way much more items and coins than what's realistic, but even if it's a high limit we still have a limit on how much you can carry. Even potions will make you pretty burdened after awhile. I think it would be only logical to also have a limit on how much herbs you could realistically have in your pockets, and I dont think the weight factor is enough when it comes to herbs?
So that's why I was asking why the question was being asked, why you felt there was a need to limit them. You've gotten to the heart of that here below:
Cherek wrote:
I think from a "realism" perspective it would make sense to have some sort of limit. Since we limit how you can carry etc, it would feel a bit illogical to be able to have 300.000 herbs? Or a million?
I would also imagine if there was a limit maybe it would slightly promote actually going out in the world and using your herbs/potions etc now and then, instead of just letting your herb scripts run all days to create an endless stock of herbs? Maybe?
Also, should there be some type of issue or crash or anything that makes someone lose all their herbs and potions, and it's not possible to recover it, it would be devastating to lose several years of work and hundreds of thousands of items. A limit would also limit any risk of that type involved. It would be tough to lose say 10.000 items, but maybe it would not make you quit the game completely at least.
Those are the things I can think of are positive with a limit.
Negative? Well, maybe some people who like collecting would be annoyed and stop collecting, and thus stop playing, when they reach the limit?
And like Amorana said, we take away a new collection-style typ of gameplay where people could enjoy collecting immense amounts of things. Just like some enjoy collecting gems and money etc.
One could also argue that changes promoting solo play and scripting isnt perhaps not in the game's best interest? And herb collecting is perhaps the biggest solo and scripting activity we have, and by letting players collect hundreds of thousands of herbs maybe we're promoting a style of play that isnt the best for the game as a whole? Because large quantities of herbs will mainly be collected by alone players on scripts, and also unattended bots for sure. On the other hand, if some people wanna spend their time here getting the biggest collecting of herbs, and it makes them play, no matter if they do most of their playing alone and on scripts, it's still another player who enjoy being here, so maybe it's all good?
Opinions?
I've never been a huge fan of the realism argument to Genesis. Note: That isn't to say I've never used it. Sometimes it makes sense. Example of good realism that doesn't exist: It should be difficult to concentrate (read: cast) while getting hit in the head with a mace. However, by and large I don't buy into realism arguments, in what is a game that celebrates what is impossible. Weight is one of those issues, and specifically weights for herbs, gems, coins, and components. Anything that is basically required for you to play the game (i.e. for you class to function, or for you to move about the game) I don't think should have weight. Armours and weapons it makes sense - it is a sliding scale of making good items heavier and thereby less able to be used by newbies for power-level. However herbs, potions, components are a necessary part of the game (for melee and spellcasters alike, if you are a well prepared player!) I just can't see the point in making a newbie run back and forth to and from the bank with his thousands of coppers in order to train.
Going out and using herbs is fine and dandy. I can guarantee you that everyone who collects them does. But on days I can't devote the time/effort into gearing, travelling, dealing with veiled death threats from Celephias for giving him the ring he wanted or Diri for killing in Neraka, I simply herb and gather other spell components. If I don't have herbing to do, that won't suddenly make me leave the shores of Calia. I'll just stand about with my idle trigger like I do while I'm waiting for herbs to respawn.
Sure, it would be devastating to lose 10k herbs. However, given that it ought to be good practice to save before you quit, there shouldn't be a big risk of losing that much work. Even if the server dies while I'm logged in, I might lose - at most - a day's worth of progress? I don't believe I recall losing everything I owned in terms of money, herbs, potions in a server crash before, but maybe I'm mistaken.
Genesis, at current, is in a situation where sometimes solo play is required. I understand that you may not be from an area where you log in and there are only 5 people logged into the entire game. I can tell you that most nights when I log in now, that is exactly what I find:
There are 7 players in the game, of which 2 fit your selection.
Amorana Syrk
Players in the realms who are not known to you:
Anshar Celephias+
Removing any sort of solo play definitely hurts those of us not living in happy-fun-times Europe where (at least in terms of peak hours) it appears that a lot of the current playerbase resides.