Darwoth wrote:how about not requiring people to join zerg guilds, ***** in boston or build a half dozen different locations in order to play the game and be competitive. one of salems primary appeals for many is that a small group of 3 or 4 coordinated players can achieve as much or more as a large group.
Mushibag wrote:One does not have to do any of those things to be competitive... Like you said, 3 or 4 coordinated players can achieve great results in this game, without any trading/whoring in Boston, or "zerg guilds"... The only thing you need to build multiple locations for is purity mines, which don't need much besides a claim & minehole.
Now if you're talking about a solo player/hermit, then yeah... trading/whoring is necessary to gain any kind of edge. The intent of the game is to require people to work together in order to excel in all areas. A solo player simply can not compete with those 3 or 4 well coordinated players. If hermits reach the same levels as these coordinated groups, I believe the game mechanics would be changed accordingly.
loftar wrote:I not like, you not get
JeffGV wrote:Problem is, as the game stands now, there is no meaning in trading with other peoples, cause everyone can do and can get everything. The game itself should impose some limits, like the ones there are with climates and terrain composition and suchs.
Sevenless wrote:JeffGV wrote:Problem is, as the game stands now, there is no meaning in trading with other peoples, cause everyone can do and can get everything. The game itself should impose some limits, like the ones there are with climates and terrain composition and suchs.
Haven had plenty of trade going on, but it had no such limitations. And having those limitations puts a severe hamper on late game "super powers" in that they're absolutely forced to get everything. The only other people with competitive purities for resources would be the competition.
The components that enabled trade in haven were character specialization and equipment bonuses. Right now any old noob can make a pilgrims hat and it's as good as any other pilgrim hat. But if pilgrim hats gave a meaningful bonus and the better purity on them the better the bonus, plenty of trade will be generated as people try to get better equipment.
Likewise there's no benefits to being a specialized smith/miner/baker or whatever. So anyone with the skills can make it as well as anything else. Once crop purities get a lot higher, this might start changing.
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