The Role of PvP in the Economy

I think the trickster chest has been a great addition, it’s been pretty fun so far. I think maybe a middle ground might be to give a way to get those rare mats slowly through PVE. Maybe make two of the wilds have stronger packs, keep the rewards the same there and remove pvp. Then make one wilds an area where you can create large parties and control a smaller area like the trickster chest area but the rewards here would allow you to much more quickly gain materials than the PVE area. (This was just an example of a way to model it not actually suggesting you change the current wilds)

I think currently the cost of the (wilds) items is pretty high- and some are too rare to sell so increasing their numbers a bit wouldn’t be a bad thing in relation to the economy.

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I like to gather everything I can for myself and keep myself supplied with the stuff I need, that means harvesting and fishing everything I need, however when it comes to the wilds mats that’s a bit different

For the most part I don’t go into the wilds alone as it makes me feel like an easy target, I buy a lot of the wild’s harvestables from merchants and get the fish myself, I’ve pumped a lot of money into the mushrooms and that’s because I find it too much hassle to go and get them I find it easier to go as a group than on my own but when you’re in a group you split the mats and then most of the time you don’t end up with much due to the lack of the spawn points for them.

While I have the potions I need, I often find myself selling them on cheaper to the people I’m doing shards with as they don’t always have the time (or money, I take I owe you’s from some of them) to get their own mats and/or can’t afford them.

Right now I feel like the best money maker is going to the wilds and farming there, better than grinding dungeons and such due to the fact that more and more people are using the potions for dungeons and less people are selling due to needing them for themselves which has been making it a lot harder/expensive to buy the mats needed recently, which makes it feel a bit like you are being forced to go into the PvP zones to get what you need for PvE

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That’s interesting feedback, maybe we just need to increase the spawn rates a bit then so that there is more available to people who don’t want to do PvP. As it’s not really the goal to force people to go there, the whole point was supposed to be you could just buy it if you wanted to instead.

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I think it’s that they are the best way to make money but also the only reason for you to spend money currently.

I have also considered a scenario where there are both PvE and PvP ways to acquire the materials (e.g.a chest you fight over that spawns once an hour vs. having to go harvest the nodes and fight monsters), but it feels like it would be really, really hard to get the balancing on that right…there would always be a claim that “It’s way easier to get this if you don’t mind PvP” or “Don’t bother with the chest it’s too easy just to fight the mobs”, etc.

One thing we could consider doing is some sort of variation of a PvP opt-in system. E.g. if you are willing to set a flag that enables PvP, you get increased drops from the zone. So it keeps the ability to take on additional risk for additional reward, but at the same time if you just don’t want to PvP at all you aren’t locked out from anything in the game.

Similarly, we could have the zones do some sort of rotation timer where for 5 hours they are PvP-enabled and the rewards are greater (e.g. higher material spawn rate, etc.) and then for 5 hours they are PvE-only, but the spawn rates are lower.

The idea of the control point is to basically provide a mechanism whereby PvP-centric players could “capture” for example a mine, which then would spawn guards friendly to that faction to guard it. PvE-focused players could then feel fairly safe mining there, as any PvP-attack would have to make it past the guards. Then PvP-centric players on the other team could attempt to capture the mine, etc.

The only problem with that type of system is it relies on the factions themselves being really balanced population-wise and skill-wise, which as I’m sure we’ve all experienced doesn’t always happen.

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Personally I don’t really enjoy PVP, but I do enjoy gathering materials, and would like to be able to supply myself with potions. However, unless I go into the PVP zone, or buy from others(not affordable in the long run), I cannot get the potions I might like.
Its a very small reason for me to not play the higher shards as I feel guilty for not having the potions to buff myself. (I’m sure my guild/group wouldn’t mind too much, it’s my own issues)
I do know I could go gather with a group in PVP zones, but I tend to let the group get the goods as they need items too.
Gonna rekindle an older thread here with a potential idea:

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I love this idea (flower garden), it would at least give those with less time to do farming of materials in the wilds, a chance at making some potions weekly that could be used for 1 or 2 high level dungeons a week.

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^ I really like this idea.

As for factions :thinking: what if it’s more of a fluid system (a faction assigned upon entry, and we aren’t always the same one) and treated like a rolling event (that particular faction asignation only lasts 5 hours)? Maybe there could be different goals to accomplish.
(For the record, I haven’t thought this through much; just my attempt at brainstorming to get something rolling)
I’ve really liked the defend the fort / storm the castle feel that the trickster chest has created

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IMHO, potion materials should spawn at a much higher rate in the Wilds. There’s way too much queens ear that you end up with. A solution could be letting the potion materials required for PvE content spawn at a lower rate with @Daeresha 's flower garden idea, or even in the high level spots in the Non-PvP areas outside of the wilds. This would alleviate the need to go into a PvP area to collect these materials while still making it valuable to venture into the Wilds.

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I agree with the idea of having the materials spawn at a much higher rate in the wilds, and on top of that I really like the thought of the area being much smaller. Currently you can spend an hour looking all over between 3 different wilds and never see another person. A highly concentrated area with more rewards would bring more people together in one spot, which I think would be great.

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OMG I love this idea!!!
That way you can still fight it out in the wilds for it and if you dont like pvp you have another way to get it that would bring a whole new aspect to the game! Brilliant Dae!!!

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I think this is a great idea too, but I think you’d need more of a “hydroponic” setup to grow Crown Foil indoors :wink:.

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Raises Hand :slight_smile: - to make it short, I used to farm and fish in the wilds earlier, least in desert and entrance areas (many are blocked by aberrations anyway), never been attacked by anyone (lucky timezone I guess), but haven’t been there since weeks now. Mainly due to time, the evenings are gone in no time with shard dungeon runs - and some farming for runetiles - and if there’s more activity in the wilds now due to the chest, there’s even less of an incentive.
Needless to say we also don’t gather to do anything there, since we are a pve guild, mainly.

The price for this is not using potions requiring mats from the wilds, those I really need were in-accessible anyway since I could not pass the aberrations to get enough mats for them. And the prices at the market are not matching that 1h or what a potion lasts, at all, all this is a too timeconsuming part of the game, for me.

Aberrations would be an intresting challenge I’d go for btw, with a group, to farm dyes etc., but not with gankers nearby ruining everything. It would be so nice if normal tradu abberrations would drop stuff, or perhaps even ONE “farming instance”, no bosses, only full of aberrations dropping stuff :slight_smile: (just a dream, bit OT too)

PS: only now read some other posts I missed, opt-in and out of pvp sounds great I wouldn’t mind the lower rewards, but “rotation timer”, please don’t do that, afais there are fixed times (evenings) where people can always play, and due to timezone these are very different, also i’m not flexible to just leave my raid group to farm cuz the timer just now switches :smiley:

You know reading back on it I think I did not complete my sentiment. I did not mean to make it seam like a PVP vrs PVE thing. Both are important for the game. I was not trying to dis PVP . I was more trying to point out that the way its set up now with the pots being so useful for the things that I do like about the game it puts more pressure on players who don’t like to pvp.
I do see the balance issue though. You want to entice people to pvp and keep it tied to the game. That is not an easy balance to find. I just wish that we found a way to do that without pushing people who dont like to pvp to do so.
I really really really like Daes idea!

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LOL we could use the dragon tank.

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I like the idea of a queued pvp … fellowship vs fellowship between 3 or 4 fellowships… a kind of battlegrounds and you war over lands, at the end of the war, the fellowship with the most lands controlled get their name (ideally a custom banner) displayed all over Highsteppe.maybe hosted once a month?
This should solve the issue with ‘claiming status’ and those who want to participate can and those who dont ,dont.

Another idea, I say leave the pvp areas the way they are but with a slightly higher drop rate for rare mats. This will solve the problem for pvp focused people to benefit and enjoy the game giving them an incentive to play, and still encourage grouping to traverse the wilds for rare mats.

Lastly, have aberration groups with higher than normal health (mini boss) spawn on a timer to random areas of the pve areas. These elite packs will have rare mats but at a lower chance than wilds farming. This should also encourage grouping and allow those who want rare mats the chance to get them free of harassment.

Thats my 2¢ @Riley_D

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Speaking of tank - a similar breeding element for fish in a fish tank would cool too. Few of these posts talk about fishing, which is a particularly important issue as the fisherman is completely defenseless when stuck in combat.

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To be fair, this seems to be what you were trying to do by relegating Open PvP to specific zones and only putting tradeable goods there. It just turns out that people really want access to everything, without trading.

I don’t know if this is true. I’m sure there would be plenty of people who would be willing to trade for all of their wilds mats if they were priced correctly. As it is currently there’s just no way to farm for dram or other desirable non-wilds drops in a manner that makes it even close to equitable in terms of time spent.

This might be alleviated with an increase in wild’s resource spawns. I doubt it though, these prices are set by a very select few who made all of their dram a long time ago and now control the most desirable market stall locations. In order for the increased supply to lower prices, there would need to be a more accessible way for the non 1%'s to sell them.

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Just wanted to thank everyone for all the feedback thus far, I am reading all of it, and also thank you all for keeping the discussion very positive and constructive, that’s been very nice :slight_smile:

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