![]() As your level increases your space should automatically increase to conform to the requirements of a character with 150 skill points or many crafting skills. The inventory thing is a challenge at the beginning of the game and that is fine, but once you hit Cold Harbor, the challenge becomes a boring bunch of poo poo and no pew pew. Or your gatherer could be upgraded, providing random or recipe/improvement driven materials or schematics. Regular maintenance/clearance/repair could have random positive effects on yield. This area could remain forever or could disappear as your level and equipment requirements change, or it could change with your level and require re-clearance/replanting/upgrading of equipment, etc. ![]() Then just like the skill system, you get a shipment from your gatherer/at periodic intervals. IDEA: You clear an area/your instanced gathering node by clearing monsters/killing stuff/solving a puzzle/fixing something, then you either hire a gatherer for that node or you complete some task and gain a follower/gatherer that gathers from that node. A dungeon delve, safari hunt, something unique for your character for gathering mats? ![]() What would make gathering mats for a particular schematic/recipe more fun? What about getting the recipe/schematic for that shield from the cold, dead fingers of the mob that created it? Anything other than R, E, clickety click, smash-bang-kachunk. I was thinking that a minigame/questline type thing would be a better time sink than just pushing the R and E keys over and over.also, gathering is kinda mindless. Then you get to the real game of grinding for gear with even bigger time sinks. ![]() Yes, those 150 hours you put in grinding away quests and juggling inventory space to get to VR were just the tutorial. Leveling need to be as slow as possible so that people can't just blow through all the content, and levelling doesn't matter anyway because the real game starts at endgame. MMOs need time-sinks to give the illusion that there is actual meaningful content. OP you have to understand that if they took out all the time sinks and just concentrated on making a fun, well paced game it would be hard to justify the $15 sub. The OP is saying that certain elements of the game are boring and time consuming for the sake of extending the length of the game, ie the OP is complaining about mmo time sinks - not just complaining about the UI. my next bank upgrade is 45000 gold and that is the upgrade to 160 slots. However I think they could lower the bank space cost. Not as good as SWG or Vanguard but its above average. Personally I have no problem with the bag UI and I think crafting in this game is done better then most MMORPGs. You do not give us any constructive feed back what so ever. But what I don't get is what you think its wrong with it. Ok I understand how you feel about the inventory UI. If I were smarter, I bet I could come up with lots of well-crafted time sinks at which everyone could have fun working Hey, does the time sink maker guy have good fingers? And I just started playing and the game is starting to suck with this hiding of the sausages. Better get more creative time sink maker guy, cuz I'm waking up to your insidious game of hide the sausage. Oh, and crafting, another time sink.Fun?, Nah.So why is this called a game again? Games are fun right? So, currently I'm paying the time sink maker guy, to make boring time sinks for me to play? work at? wtf? I feel kinda stoopid for paying to work a time sink. Inventory management sucks, fix it, or say goodbye to another customer. That's why I'm playing and paying, to have fun. Yeah, folks will say get an addon blah blah, wtf should I waste my time messing with addons, another time sink, when the game creators can come up with a system that's more fun. I'm already logging or going afk when my bags are full. Inventory management as it is now is barely tolerable. Hey, I'm getting tired of paying to play a game where I spend my time doing dumb stuff instead of playing.
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