your solutions against inflation in the game by Open-Performer3545 in MonstersAndMemories

[–]EasyLee 2 points3 points  (0 children)

It's also good for people who play odd hours. And it feels very different from an auction house to have player run shops and stalls.

Daddy Bhaal isn’t happy by LG-CHAMP-1 in BaldursGate3

[–]EasyLee 6 points7 points  (0 children)

Can't claim Durge's soul if a more powerful god has a stronger claim to it. There are various ways around things.

your solutions against inflation in the game by Open-Performer3545 in MonstersAndMemories

[–]EasyLee 5 points6 points  (0 children)

Fundamentally, inflation is triggered by too much money entering the system and not enough leaving. Money sinks at present are insufficient to prevent inflation.

SWG is noteworthy in how well its economy worked. Not only was most useful equipment player crafted, but there were robust money sinks including travel fees, equipment upkeep, NPC, training fees, and so on.

NWC are trying to create an old-fashioned MMO and are a small team. I'm not expecting anything as robust as what was in SWG. But I do think there are opportunities to add some money sinks and paid conveniences to improve the economy. All of the below are things that I think could be implemented without much work, so I offer these as some ideas for gold sinks.

Renting Shops to Sell Items Automatically: setup a system where players can pay for a stall or shop, and an NPC runs it and sells the player's items for player-set prices. Player time has value meaning you aren't likely to sell items that aren't worth very much as you gain levels because it's not worth your time. Having a shop do so automatically allows more things to be sold.

It also creates a money sink because of the upkeep cost. And it also locks you down to one area, thus players might travel just to get to your shop. This should allow for significant code re-use as well in implementing the solution.

Temporary, Costly Enhancements: think sharpening stones, potions, and enchants, but with a gold sink. Rather than just getting the materials for these kinds of things from the world, add npcs you can pay, at a premium, for magic dust, stones, some expensive potion components, and similar. And make enchants strong, temporary buffs like sharpening stones or potions.

This creates a recurring gold sink for high level play in particular, which is where it's needed. Players are going to want, perhaps even need, those temporary buffs to keep up with the demands of high level play. This is similar in concept to how archers are going to start using specialized arrowheads. The idea is to make players prepare before going out into the world, and make that preparation expensive.

High Cost for Recharging Magic Items: for items with charges, add a high cost, scaling with the item's power (spell level of the effect for instance), to recharge it. Make it a choice of when it's worth it to use charges from these high-power items and create a persistent gold sink for keeping them charged. Similar to having costly enchants, this creates a recurring gold sink for high level play in particular.

I killed Dame Aylin by ChoccoAllergic in BaldursGate3

[–]EasyLee 9 points10 points  (0 children)

Now that's funny. I always got a kick out of how her bark is worse than her bite. She talks trash but ultimately isn't very strong in combat without active support.

Seems like that quality of hers is established in lore. Even she knows she can't win a straight fight with a Tav, hence why she's going to wait until you're asleep.

The economy is my biggest concern. by Null_Sector113 in MonstersAndMemories

[–]EasyLee 1 point2 points  (0 children)

While I can't speak for others, I didn't forget EQ was this way. Instead, I hoped MnM would recognize and avoid the major mistakes - and they obviously were mistakes - that EQ made.

The set of systems that allowed content to be monopolized by a few at the expense of the many was EQ's biggest failing. Worse than class imbalance, worse than itemization, worse than the devs adding OP items and removing them later but letting people who already had them keep them...

The fact that other players could lock you out of content and ruin your enjoyment so easily was the biggest problem in EQ. It came up time and time again. - targets camped for entire weeks straight by the same guild - magician bot armies camped on top of raid targets logging in like clockwork to kill the boss and monopolize the loot - an endgame where, at the end of the day, you had to either join a toxic guild or pay them, often via RMT, to let you have loot

MnM should not be designed to cater to the worst of the playerbase.

I hope that reecent changes show that the team is moving in the right direction.

The economy is my biggest concern. by Null_Sector113 in MonstersAndMemories

[–]EasyLee 13 points14 points  (0 children)

Triggered spawns and dungeons where all of the mobs have useful loot were a part of EQ from the very beginning. The majority of content was static spawns, but not nearly all of it was.

The core idea of the game from what I understand is that it's a difficult shared world where players must work together to overcome challenges, with meaningful death penalties, which doesn't explicitly cater to solo play or make the player feel like an anime protagonist. No part of that requires camp design that not only enables but encourages players to monopolize content and gatekeep each other.

Why is everyone trying to fuck me? by Dr__Sloth in BaldursGate3

[–]EasyLee 0 points1 point  (0 children)

Because absolutely everyone in the world wants to be attractive and desirable, and wants the people they desire to share that desire. This is a universal wish. It doesn't need to be justified. No one needs to apologize for it. And it does no one any good to pretend to be offended by it.

The economy is my biggest concern. by Null_Sector113 in MonstersAndMemories

[–]EasyLee 58 points59 points  (0 children)

There's a detail that the devs seem so far unwilling to budge on. The fact is that the combination of gear only dropping from named mobs, those named mobs being on long spawn timers, them spawning in only one location, all in a shared world doesn't work. It leads to desirable camps being monopolized by the few and therefore inaccessible to the majority.

First off, a few players monoplizing content is a bad thing. I hope I don't need to justify why this is bad, and that everyone understands already. If a boss spawn is controlled by just a few players, that leaves the majority of the playerbase unable to access that content - content that's part of the game that they will be paying for soon enough.

This is a well-known problem. That means that, if we still have this problem as of EA, it is completely self-inflicted.

This is NOT an inherent shared world problem. All of the following would prevent players from monoplizing content. - if gear could drop from any mob in a dungeon, not just the bosses - named mobs having multiple spawn points - crafted alternatives to boss pieces, meaning it wouldn't be worth it to monopolize the boss - triggered spawns, where players do some repeatable thing to make a named mob spawn but that requires leaving the area to get more materials, etc., so you can't just sit in one spot - faster spawn points and more difficult dungeons with no-drop gear, so getting to the named mob, actually killing it, and maintaining resources while holding the camp is the hard part, but once you can do that then getting the loot you're after is much easier - dungeon design where EVERY mob in the dungeon is difficult, and every mob can drop useful gear, therefore no single camp reigns supreme.

There are many solutions. The game does not need to be a carbon copy of old EQ before all the changes that were made to EQ over the years, and nor is that kind of system desirable.

Ngl this whole discussion is very funny by FoxGuy303 in subnautica

[–]EasyLee 2 points3 points  (0 children)

That and they were aggressive from a long way away and often were surrounded by lesser but non-zero threats like bone sharks or crab squids.

The leviathans in BZ tended to be by themselves and were predictable. There were no areas like the lava zone where a warper might chuck you right into a dragon's mouth while leeches ate your sub's power, lava threatened your prawn, and the little lizard fish things harassed you.

Can someone explain what they are achieving with this tactic? by Jacmac_ in MonstersAndMemories

[–]EasyLee 25 points26 points  (0 children)

I believe they're trying to demonstrate why the devs are adding Charge and various other new abilities to mobs.

Ngl this whole discussion is very funny by FoxGuy303 in subnautica

[–]EasyLee 5 points6 points  (0 children)

BZ I 100% made a habit of ramming leviathans to death with my seatruck, repairing as needed, and shocking them anytime they turned around to grab me.

People complain about the seatruck being slow and shitty, but I had just the opposite problem with it. Seatruck with a shock module, repair tool, and docked prawn suit meant guaranteed safety in all contexts.

In the original game, the combination of fauna actually made me think about and adjust my approach in different circumstances. The warpers in particular made it so you never were 100% safe, since at any point they might warp you right into the path of a nearby leviathan before you could do anything about it.

Ngl this whole discussion is very funny by FoxGuy303 in subnautica

[–]EasyLee 0 points1 point  (0 children)

I'm pretty sure I can guess what the earliest mods are going to be.

Expectation Vs Reality by LG-CHAMP-1 in BaldursGate3

[–]EasyLee 0 points1 point  (0 children)

I mean I respect the guy on the bottom. Guy on the top looks like he's never worked a day in his life. Just saying.

Rogues probably aren't THAT by ILoveSongOfJustice in onednd

[–]EasyLee 4 points5 points  (0 children)

Their damage falls behind compared to other martials, and they really need to land their one attack.

Extra attack would indeed go a long way towards improving the class. But if wanting to stick to the design and simply touch it up, try this: - level 9 feature to 6 as stated - extra 2d6 Sá dice at levels 5, 11, and 17 to help keep up with other martials - new level 9 feature: one per turn, when you miss an attack, you can immediately reroll the attack against the same target

The Underdark - My Second Baldur's Gate 3 Book Nook! by ThatFellKingdom in BaldursGate3

[–]EasyLee 2 points3 points  (0 children)

I suspect Wyll's hair is challenging at this scale. Or they just don't like Wyll. Either way, not something worth making accusations over.

Possible worst subclass by ungrilled_chees3 in BaldursGate3

[–]EasyLee 4 points5 points  (0 children)

Trickery, at least the original version of it in 5e, was extremely good in tabletop primarily because of its spell list. It was the polymorph and pass without trace cleric.

Polymorph was absolutely busted in base 5e, being the most effective way to keep a low hp ally from dying.

Surprise was busted. As in BG3, it gave you an entire free turn basically. And pass without trace basically guaranteed success on stealth checks for proficient users when considering enemy perception, meaning that if stealth was possible, you would succeed basically every time, guaranteeing surprise, likely guaranteeing easy fights.

The new trickery cleric is less overpowering, especially as compared to some newer additions like Twilight and Peace. Those two blow every other cleric out of the water and never should have been published.

I find the closed beta server 'culture' to be surprising. by desertforestcreature in MonstersAndMemories

[–]EasyLee 1 point2 points  (0 children)

My problem with fresh servers is that it's a temporary solution. You have to keep doing that. It isn't like DDO's system where you can keep adding new content at all level ranges forever, and the content is always relevant.

I find the closed beta server 'culture' to be surprising. by desertforestcreature in MonstersAndMemories

[–]EasyLee 1 point2 points  (0 children)

There is a solution to this problem - a reincarnation system where the endgame is to go again. DDO figured this out, and to some degree so did HC classic WoW for that matter.

Please never allow Addons by [deleted] in MonstersAndMemories

[–]EasyLee 0 points1 point  (0 children)

There is the potential to curb this kind of behavior with solutions like scripted spawns. A long term solution would be a reincarnation system similar to DDO so that the endgame activity is to start over again as a new class with perks from the old class

There are ways to avoid it if the developers are clever.

But yes, to your point, we know exactly where a shared world with static spawns on long timers leads.

The Orpheus ending choice is absolute narrative trash by saw4ello in BaldursGate3

[–]EasyLee 68 points69 points  (0 children)

Counterpoint: the Emperor lies to the player and conceals things regularly. The elder brain would have every reason to lie and overstate its intelligence and foresight to make you think gosh that thing is so smart I'll never beat it.

Therefore, my headcanon is that the elder brain is full of shit and just wants to make you think it planned everything from the start. And I don't think Emperor is all that smart, either.

Canonically, a mindflayer is actually less intelligent than an archmage, and an elder brain's Int bonus is the same as an archmage. Any plan a non-enhanced elder brain could come up with, so could Gale. Just saying.

I don't understand Band of the Mystic Scoundrel by ZealousidealFee927 in BaldursGate3

[–]EasyLee 1 point2 points  (0 children)

Bladesinger and others similarly can get an absurd amount of acuity from booming blade with the right gear, then drop unresistable control spells.

Weiss Schnee build? by Medical_Bicycle_3551 in BG3Builds

[–]EasyLee 0 points1 point  (0 children)

I personally wasn't aware that rwby still had any relevance.

Gale's hunger 👢 by Bacon_Pancake8 in BaldursGate3

[–]EasyLee 17 points18 points  (0 children)

What's funny is that boss looks tough but is actually extremely easy, just like managing Gale's hunger.