I originally wrote this in reply to the “Wilds Chest / Invisibility Potion” thread, but felt it really developed into a discussion of its own topic.
Let’s please try to avoid the ‘us vs. them’ fallacy that plagues this forum and have an actual discussion for once. I think the PvP issue is just one symptom of a larger issue with the game. This is the ‘rich get richer’ design:
Want to get the trickster chest? Better have thousands of dram worth of invisibility potions ready.
Want to make dram? Better find someone who has a stall and give them some of your profits.
Want a chance at clearing the harder end-game content? Better have fat stacks of aged potions, and don’t forget you can moneybags your way through a fight since there is no potion cd; just chug health potions and ability reset potions (yes, these are all oversimplifications).
I’m not saying this is always bad design, I think it is appropriate to an extent in some parts of the game (mainly PvE), but it is too prevalent in Orbus. It is a huge barrier to entry for new players, or especially a new group of players, to get into any end game content, and I think this forum is so divisive because of the very different perspectives this system results in. For people at the top, the rich get richer can certainly be a lot of fun as it is catering directly to them, but when this fun is coming in part at the expense of 90% of the playerbase, it becomes an issue for the ongoing health and longevity of the game and its community. Look at it from a new player’s perspective:
Say Player “X” just hit 20, wants to participate in end-game content, but doesn’t want to join ABC or EK since they have a pretty fleshed out roster already. Let’s say X even manages to find some other like-minded players and is able to put together a consistent 10 player fellowship. X and friends decide to go and try for a trickster chest and are suddenly killed by players who pop out of nowhere. Confused, X and friends decide they need to gear up more and go do shard dungeons, but eventually they hit a wall in difficulty. With no stall, they have no way to easily make dram to buy potions, and no existing stockpile of potions from a veteran member, so they decide to make the potions themselves. A lot of the information on how to do this is not easily available, making this slower and more tedious than for experienced players. X goes to the wilds to farm, but without connections to any major fellowship, is often attacked by any other players he comes across. After significant effort and research, X manages to make some potions, but they then must be aged… so X and friends have to wait another week for the aging of their potions to complete so they can finally try and push past that wall they were hitting in shard dungeons. They manage to push a bit farther, and decide to try a raid. Since strategies are not publicly available, they burn through lots of potions figuring the fights out, and very quickly are back to trying to farm and waiting for aging again. Farming very quickly becomes a chore, and most players can’t or won’t put in the tens of hours per week to support the PvE and PvP potion needs of a full fellowship. Without a constant supply of consumables, X and friends realize they can’t really participate in endgame PvP unless they can somehow put together overwhelming numbers, and they can’t progress much farther in PvE. The fellowship quickly dissipates as members quit out of frustration, or just join one of the few existing fellowships who can boost them and offer them cheaper potions from their stockpile.
This is something we have seen happen over and over in Orbus: 2-3 fellowships dominate, while other fellowships appear, get to around shard level 5, hit a wall and then dissipate. There’s a lot of areas that could be adjusted to fix this, but this post is already too long so I’ll leave that discussion for the comments. The main thing I want to emphasize is that, when we make suggestions and get in arguments, keep in mind the different perspectives people are coming from. What may be fun, or sound like a good idea for one group may not be the best for everyone, or for the overall health of the game and its greater community.