Alright, so this game has community as one of it's pillars. It also wants to have a rich economy as one of it's pillars, and RvR is the foundation.
I've been thinking a lot about how crafting supplies are going to be entering the economy, besides maybe raiding an enemy keep's strongbox, or ambushing a caravan.
Also I've been pondering, if the zones are sufficiently large enough to free-roam with a guild group, wtf will be done with all the empty space? Probably some way to access crafting supplies right?
Here is what I'm afraid of:
If you don't want to watch it, its a video of wow mining collection profession. This is as boring as resource collecting gets.
Actually, Eve Online's mining is actually more boring, but at least there you can join a mining corp and hang out with a mining fleet and chat. At least Eve's mining encourages community.
I have a better idea. (I think..) How about instead of a bunch of empty space or playing whachamole with a bunch of random ore viens, instead populate the frontiers with monster camps like is already done in daoc. The difference is, daoc monster camps drop nothing you need, and in CU they drop crafting stuff.
I know this game isn't supposed to be about PvE, but theres got to be some kind of PvE. Something you can do when theres no RvR action. You can't think there will always be RvR action or you just haven't enough experience with DAoC.
I believe this way of getting resources into the game would benefit it in a few different ways:
- Encourage grouping of complementing classes, helping to build that community we keep talking about.
- Encourage taking and defending keeps. There is no motivation to defend something quite like losing access to a valuable resource, and in this case the monster camps are those resources.
- Give each class an opportunity to feel awesome about their niche. A tank holding, while a caster pbaoe bbq's them, and the healer heals, and the bard stands by on RvR lookout duty or tells a story if its 2:00am.
- Right clicking on ore viens and flowers is boring as shit and is a solo activity.
This idea was definitely inspired by eve online's territory and resource control, and I think it would fit well in CU since its goals are very similar.
Now I know mark hates gold farmers, and if you make gold essentially the bounty points from daoc, thats a pretty surefire way to make sure they won't be farming gold, but now you'd have to worry about them farming crafting resources. And I don't think there is a way to prevent farming of some kind. In eve the russians don't farm isk they mine roids all day and sell them on the market, then sell the isk. SOMETHING will be farmable and they will find it and exploit it.
So really I think it would be best to provide something that is farmable, but put the best spots deep in enemy territory. If the farmers go deep into enemy territory to set up camp, it won't be long before they get company, and if they fight back then at that point they are providing entertainment for the enemy, and if they don't fight well either way they're no longer farming they're eating dirt.
Take it even further, and give temporary bonuses to resources dropped for participating in RvR activities. Yet another reason to not be complacent in your currently held territories.
Ultimately I think any fantasy MMO needs some kind of PvE. CU isn't a fast paced, no-economy FPS like planetside 2. PS2 can get away with no PvE, but not a fantasy MMO. We want to RvR, but sometimes we just want to chillax with the guildies and farm some shit. And when I'm RvRing, I'm not chillaxing.
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