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That worked out so well in New World.To me, they need to be more open with allowing trade to flow between ALL players. The banks being regional is nice for "immersion" but a big BIG time waste and community breaking device.
That worked out so well in New World.To me, they need to be more open with allowing trade to flow between ALL players. The banks being regional is nice for "immersion" but a big BIG time waste and community breaking device.
To me, they need to be more open with allowing trade to flow between ALL players. The banks being regional is nice for "immersion" but a big BIG time waste and community breaking device.
As the world stands right now, the 2 deep places are essentially cut off from everything else and vice versa with faction and location. Even just the difference between NH and Elf land had a disproportionate economy and item availability.
Yes, there will be people that will LOVE being an inter-regional tradesmen and that is "what they do" buying medium ranked items in one place and selling them as rare in another etc. etc. but with how much they keep suppressing cash availability, it is going to be bad for a long time - then you add in disenchanting items...
I can see UD ending up being the trade hub if it keeps the current setup.UD banks are connected to NH. AV banks are not.
It is also a 3-5 min run from UD to NH.
I can see UD ending up being the trade hub if it keeps the current setup.
Good news - the most recent patch increased the rep gains in NH.To me, they need to be more open with allowing trade to flow between ALL players. The banks being regional is nice for "immersion" but a big BIG time waste and community breaking device.
As the world stands right now, the 2 deep places are essentially cut off from everything else and vice versa with faction and location. Even just the difference between NH and Elf land had a disproportionate economy and item availability.
Yes, there will be people that will LOVE being an inter-regional tradesmen and that is "what they do" buying medium ranked items in one place and selling them as rare in another etc. etc. but with how much they keep suppressing cash availability, it is going to be bad for a long time - then you add in disenchanting items...
The Necro you're thinking of going with is probably perfect. Theyre "ok" for groups, but can solo better than anyone else past level 20 (as theyre currently implemented). I would double check on the patch notes before picking Necro, though - to see if the community sentiment is that they got nerfed into the fkn ground. Otherwise, monk is an all around great noobie character with a lot of utility. Same with Druid since they have group utility/heals and are one of the best soloer's, too.What's a good class to start with?
I tried it one time during some stress test but never got anywhere.
Kinda feel like giving it a go and support the devs a little.
In EQ I started as a Druid then switched main to Iksar Monk. Maybe I'll take that path as well in this while waiting for the lizard race.
I still think that the "idea" that the box server is going to be light isnt going to hold true. Rampage alone is going to have between 130-150 toons (Mains and Boxes combined) alone. Though, I will honestly be surprised if the bulk of the people starting will play more than casually up to 60. Then the over flow from the queues on the no box servers will spill in because outside of your neck beards, no one gives a shit and just wants to play. One person controlling a camp with 3 characters on the box server, or 3 people controlling 3 characters on a heavy population no box server - makes no difference in my mind.I think on the east coast server if it maintains crazy high pop, the split banks might work? For box server and other servers barely clinging to some form of economy the banks will just make it worse. I don’t expect much of an economy on box server regardless, basically gonna be camping something if I want it
Shawn has hinted at the fact that we have a lot more coming when it comes to banking, zone travel, etc. A lot of the complaints like that, buff timers, etc. - it all seems to just be early friction with "plans" to alleviate it with some game mechanic when they get around to it. Which the initial nerf to a handful of players on the Beta server will go over a lot smoother than the much larger Early Access population and I get that.They should probably consider adding a quest chain or rep feature for bank linking. Would add another level of progression to chase and something to look forward to, could potentially be a money sink as well.
I think my only complaint with the game is not having specific class trainers in other starting areas, especially on launch when you want people more spread out. Removing options from specific classes seems like a way to create more lag and server load.
No Spellblade trainers in UD kinda sucks.
