they should be banned until they fix a way to help control the economy otherwise this could ruin it just as badly as gold sellers it just wont happen overnight , this is of course assuming they wanted to limit the flow of currency and trading going on by limiting us to guild storesLava_Croft wrote: »You do realize that nobody is going to get banned for killing mobs, however you are wasting customer support's time with these silly reports. Time they could spend on doing actual work and helping out people with actual problems.
YgolohcysP wrote: »Are you people serious?
You are sending in support tickets for players who are not AFK and farming a mob because you both want it and they are faster/better than you at killing it?
All I have for this thread is a big LoL!
The solution is to simply make an alternative solo-dungeon where Vampire NPC's exist that can infect players, or offer them the option to be turned upon completion of a group-only dungeon quest.
This would add some adventure to the mix, and remove the possibility for public grieving.
Its really quite simple.
Players enter a dungeon on a certain night (same time as the current spawn rules for bloodfiends and werewolves) where they have the opportunity to interact with a certain NPC.
The Vampire NPC could engage the players in some opportunistic dialog, similar to the current quest line, that might go something like this:
Vampire NPC: "So you want to follow in the footsteps of Lamae? You must first defeat <insert insidious vampire here> and drain their blood into a Flask. Bring the blood to us so we may purify it, and if you are worthy, Lamae will grant you the gift of eternal night, that you may subvert the crimes of Molag Bal!"
After completion of the quest, players can then proceed with the existing vampire quest line par normal.
This would alleviate the current vampire bite supply and demand (amusing that is even a thing in an MMO) issue, whilst simultaneously eliminating the potential for grieving and scamming.
A little logic, a few placed quest dialog lines spoken by some unaccredited voice actor/actress, and viola.
Next Question?
The solution is to simply make an alternative solo-dungeon where Vampire NPC's exist that can infect players, or offer them the option to be turned upon completion of a group-only dungeon quest.
This would add some adventure to the mix, and remove the possibility for public grieving.
Its really quite simple.
Players enter a dungeon on a certain night (same time as the current spawn rules for bloodfiends and werewolves) where they have the opportunity to interact with a certain NPC, and/or face a spawn of infectious bloodfiends that can spread the disease (or both).
The Vampire NPC could engage the players in some opportunistic dialog, similar to the current quest line, that might go something like this:
Vampire NPC: "So you want to follow in the footsteps of Lamae? You must first defeat <insert insidious vampire here> and drain their blood into a Flask. Bring the blood to us so we may purify it, and if you are worthy, Lamae will grant you the gift of eternal night, that you may subvert the crimes of Molag Bal!"
After completion of the quest, players can then proceed with the existing vampire quest line par normal.
This would alleviate the current vampire bite supply and demand (amusing that is even a thing in an MMO) issue, whilst simultaneously eliminating the potential for grieving and scamming.
A little logic, a few placed quest dialog lines spoken by some unaccredited voice actor/actress, and viola.
Next Question?
Lava_Croft wrote: »You do realize that nobody is going to get banned for killing mobs, however you are wasting customer support's time with these silly reports. Time they could spend on doing actual work and helping out people with actual problems.
killedbyping wrote: »I dont get it. Why would you report spawn farmers ?
This IS the ingame economy in action. They are working on holding their monopoly on bites to make the money.
Even thou it is a bit unfair for somebody, but it still how the things are even in real life.
If you now a source of money farming you have to be first to get it and then fight to hold it.
killedbyping wrote: »I dont get it. Why would you report spawn farmers ?
This IS the ingame economy in action. They are working on holding their monopoly on bites to make the money.
Even thou it is a bit unfair for somebody, but it still how the things are even in real life.
If you now a source of money farming you have to be first to get it and then fight to hold it.
I see this punishable action by not allowing other players to play how they would like or just plain extortion. Case would be different it you would be allowed to beat the crap out of those guys when they try to extort, then it is fair game.
roflcopter wrote: »I said this in another thread and think it would work out fine for this issue. At least temporarily.
http://forums.elderscrollsonline.com/discussion/comment/710616
Make players who are vampires / werewolves pvpable, they should be treated no differently than the mobs. In town, in the middle of maps, in my kitchen. If this is the stance people take, I should be able to rid them off the map just like the mobs. That should even the playing scale.
Players who are "monsters" should be treated as such.
Nox_Aeterna wrote: »roflcopter wrote: »I said this in another thread and think it would work out fine for this issue. At least temporarily.
http://forums.elderscrollsonline.com/discussion/comment/710616
Make players who are vampires / werewolves pvpable, they should be treated no differently than the mobs. In town, in the middle of maps, in my kitchen. If this is the stance people take, I should be able to rid them off the map just like the mobs. That should even the playing scale.
Players who are "monsters" should be treated as such.
I will agree with this only if i can also start the atk , cause you know , monsters dont usually just stay there waiting till you decide you want to fight them.
Ofc , that would mean i would be able to prey on players being a vet player ... that would be fun :P.
Well imo I think once you become a vampire or werewolf then the mobs that turned you should become green friendly mobs. Why would you want to kill people that are your own kind?
That way pretty much straight away the camping of the mobs becomes much less of a problem as they cannot be killed by the people making money off of them being killed.
I have no interest at all in becoming a vampire, but I think logically speaking once you are bitten it would make sense that those vampires won't attack you because you are one of them.
Nox_Aeterna wrote: »roflcopter wrote: »I said this in another thread and think it would work out fine for this issue. At least temporarily.
http://forums.elderscrollsonline.com/discussion/comment/710616
Make players who are vampires / werewolves pvpable, they should be treated no differently than the mobs. In town, in the middle of maps, in my kitchen. If this is the stance people take, I should be able to rid them off the map just like the mobs. That should even the playing scale.
Players who are "monsters" should be treated as such.
I will agree with this only if i can also start the atk , cause you know , monsters dont usually just stay there waiting till you decide you want to fight them.
Ofc , that would mean i would be able to prey on players being a vet player ... that would be fun :P.