DM events, you get involved in DM events. You can reap the several thousand points of experience points and whatever else you might find as rewards. Throughout the server's history there have been many players who have gotten their 'epic gear' through nothing but DM event participation. Plus instead of risking their lives and experience gains against a random roll of 1, they can largely just sit by campfires, etc and type things until they max out on their daily RP experience. Some have even gotten to level 30 on nothing but RP and Event experience.Steve wrote:What is the available alternative to farming in circles, daily, for a month? This is a serious question, because if there isn't an alternative with equal merits/results, then there is a problem, yes?
And just like with grinding, you stick to a singular character that can do what he must do. With grinding, it is the ability to loot, with 'DM event hogging' it is all about knowing everyone so that your character gets involved in all possible DM plots.
There is an alternative, thus ther eis no problem, yes?
That +1 gear will cost a new player an arm and a leg. Usually a 1000-1500 pieces of gold a piece. The +2 equipment will cost 3000-13000 pieces of gold a piece, depending on nothing but the item and enchantment. Thus it doesn't matter if there is a merchant with tons of +1 items, because right off the bat that level 1 character cannot afford any of it.Steve wrote:2 things here: 1) +1 gear is sold at NPC merchants in abundance! Better still, you can cherry pick for your Toon—Loot is semi-random and thus getting Coin/gems in place of +1 gear is by far the more kind and efficient means of "rewarding" newbies. Just think about it for a bit.
What they can afford is slightly better mundane set of armor, heavy shield, and a weapon, which usually is enough to get them started. Thus when they find that random +1 Weapon, it could be something that they can use, or sell.
Hence, if the 'crappy items' are replaced with gems and gold, it is just things they need to cart off to a NPC merchant to sell and then walk to another merchant to buy the item they want. And lets not forget that with the NPC limitations on the maximum buyout sum of gold, you would have to be splitting those gem stacks to get the most amount of money. For example a stack of 10 diamonds would pretty much have to be split 10 times...
I have thought about it. I think I prefer the current status quo.
Well, funny you said that, because I could easily make the argument how the requirement to partake in 'Camp Fire RP' has been destructive to a role-playing environment. Because there are players that cannot fathom a single reason why another character would not automatically like their character. Therefore, whenever any minor player against player conflict arises these players just do not know what to do or how to react in character. Thus in the worst case scenario they will spend half a hour or more spamming you with completely oblivious tells...Steve wrote:2) expecting new—and old—Players to learn the Farming Circuit for "material" gains, is destructive to a role-play environment. You are in turn creating a Pac-Man-esque environment, supported by a lingering SIMS-like hangout. How can this be good for D&D fantasy adventures, or, make BGTSCC anything different than a million other mindless CRPGs?!?
Now, I suppose I could roleplay some dim-witted do-gooder that believes there is good in everyone, and that is literally half of my current characters. But every now and then I also want to play a (person) jackass that would rather stab your character in the back at the first chance he gets. The evil alingments are available at character creation, the evil PRCs are available on level up, evil deities are selectable for worship, etc, ect.
As for Pac-Man, great game, I like it a lot. Waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka-waka...
But as for the need to do loot circles, that is not really the case. Just pick a single dungeon near some city hub, do it every now and then and with time you will find stuff. It will just get longer, but you can do it.
Finally, I would like to remind that if majority of the server is soloable with +3 equipment, with avarage enough build, and you stick to a single character, then you can easily get that +3 equipment and not have to worry about grinding after that fact. You are literally not forced to grind if you do not want to, thus the issue is you wanting to achieve something without wanting to put the work towards it. This is fine, for example, I'd rather have free exp instead of quest grind... But you kind of have to convince others why it would be good to bring out such a change, and I just feel that in this loot-question the arguments are lacking...
