07-29-2016, 06:17 PM
(07-28-2016, 03:03 PM)Bobby Boulders Wrote: You think there should be a mechanic in the game that completely protects players against thieves so that players dont have to include the minimum amount of lockpicking into their builds in order to do level 1 treasure maps?
Thats like saying we shouldn't have seatbelts b/c they wrinkle our shirts.
What i'm saying is that i don't really don't care how lockpicking works, so long as level 1 treasure maps can be done by everyone with no skill investment. You may not have been around when treasure maps were introduced on OSI, but OSI specifically made it that way so anyone could do a level 1 treasure map intentionally, and skills were required for level 2 and up. That way everyone could participate in the PVM activity, but higher level maps gave much better rewards (as it should be).
It hasn't happened on this shard yet, but i've set up new players with some level 1 maps, scrolls, a good suit of armor, a katana or krysss, a rune to town, and a rune to a vendor rune library. I then told them never to do an island one without help (silver serpents, no healer/town accessible). Then did the first map with them to show them the basic mechanics. While most of us find level 1's tedious, they are actually quite fun (risky) for underdeveloped toons. They get:
- some good coin to actually buy stuff and outfit themselves properly.
- Buying/selling to NPC vendors for even more coin
- some good experience/practice fighting weak ass mobs that can't damage you much in GM armor.
- experience moving around the world and seeing new things (recall)
- A chance at some upgraded equipment
- regs for practicing magery
- a good understanding of overall mechanics (when to start applying bandages, etc)
- most of all, a good reason to stay (early success)
I could care less if you steal my mandrake and i can't recall out of a spot. You'll still have to earn that kill (hopefully). I'll take my death like a man and move on.
Thanks,
Varak - Bard/Mage
Varak - Bard/Mage