Fun active professions are good, deep professions are only good if theres a very good reason for it.
But you couldnt, thats the very reason MO got known as a dual client several accounts per player game.
When you cant get the materials you want or need in a timely manner not costing you over 10x a decent price then no you cant buy materials. Overspecialization is not good unless your game can guarrantee theres players of every specialization at all times available, which MO never could achieve not even in its highest pop days.
Current development is almost the same as MO1 except faster this time around. Remember Closed beta to release of MO1 was 1 year long.
I use maybe too much examples but thats due to experience of people wanting examples after a hefty long post, also I use it so people that havent experienced it like you or me can understand more what I mean, english is not my native language so I often get misunderstood.
NoNoJustNo, breeding increased times since unique animal spawns was made for breeding, pre that all you needed was tame a mount and you had the best mount of that mount category. And no I did not become self sufficient because it took time, I did it to firstly support my guild as I was its main crafter for a long time and second because the games economy even with massive amounts of dupes around could not function and supply needed materials and quality armor/weapons.
Being self sufficient in MO1 was not more time consuming than farming gold and looking for trade, being self sufficient meant I was ready with everything I needed at all times instead of being reliant on others and not be and thus not being able to play how I want when I want.
I have never said the game to cather to my need of being self sufficient, I am saying to have fun active professions where you play that profession and not stand staring at a boring timer as if ou where paid for it. A game is meant to be fun to play and not be boring ass chores that chase away its player base. If a game is not fun it will end up like MO1.
Again stop putting words in my mouth, but yes in a perfect game with a perfect balanced economy you could have MO1s profession system but since nothing is perfect its never gonna happen, when there are below 100 players in a game you cant have a player run economy. And no I dont find a real butchery system boring but dragging carcasses into town to stand still staring at a timer is the definition of boring chore, same with extraction. Now make it so you have to actively play to do them with a fun interactive "minigame"to simulate the real thing and it would be fine imo.
Nobody wanted timers in MO, from the beginning this was stated by most I interacted with which where hundreds if not thousands of players, but things where not as slow back then, you also had lower stacks and more output from the lower stacks. So you spent less time, got less resources but gained more materials than after early changes.
We all know SV wanted a slow boring chore game with huge timers everywhere and everyone behind their personal guardzone protected by AI guards making insane amounts of gold in total safety without interacting with anyone other than your guild, or else MO1 would not turn into that right ? Very fucking wrong there buddy...
Again if noone makes it, how can you buy it ?
And yes I know lazy players exists that like to watch movies,etc while not playing a game they are playing, some people wouldnt even put in hard work in a game where they dont have to do anything but sit there irl. Those people exist I know but why should a game company cater to that low percentage of humans in comparison to all those wanting to actively play the game and do the work to get to where they want to be ?
Again seriously where is the fun in staring at a timer not playing the game you should be playing ? I say dont cater to lazy shits but rather to players wanting to actively play your game and make it a living world and not a semi afk watching youtube/netflix game, dont you see this view you have here is a major reason MO1 died ? Why cater to 10 guys if 1000 gonna quit due to it ?
Yes SVs biggest fail was to listen to bad players whine that their not good enough, and SV catering to them and making the game easier, but to my knowledge no timer got taken out after it was implemented which is what was asked for years about timers, in the end after over 5 years of asking the asking changed from take it out to decrease it for gods sake.
For your information I am one of MOs longest extracters and probably top 10 in who extracted the most ore in its lifetime and I quit years ago. To make it more clear, I outdid the amount Ichorous and his guild could pump out alone. I enjoyed it but hated the timer, and still I pumped out more metals than 3 of the richest players at that time who all did the same ores as me.
Steel was easy to get yes but useless for competitive PvPers, high end metals was not available on the free market until we Quad took over GK and opened trade from Gabaria. Before that you mainly got high end metals from dead enemies who made it in guild and did not sell, how things happened until 90% of the server got so close that nuts where cupped in all hands, when guild hopping became status instead of a sign of a terrible rat player nobody wanted.
Even though steel was vastly overpriced during most of MOs lifetime, when I started getting into metal production for real I alone pushed the price down from 50-75g per 1k to 20g per 1k where it stayed for years until greed once again took hold and price jumped permanently up for the next years. Now creating enough steel every day to keep prices down that was time consuming but imo needed cause of human greed. Another reason a player run economy dont work.
Thats why you think that, if you did not play closed beta stages you dont know how the game progressed which is basically like MO2 again MO2 developing faster but same problems except tech wise.
The gameplay so far is exact same, started out slightly to slow, got increased then later got way slower and slower and slower, combat go from skill based and fast paced to gear based and slow paced. Game starting out hard and becomes easier and easier the further along we go. So far this is identical from MO1 early development and MO2 early development.
Thing is MO1 had more in your face bugs and technical issues but MO2 makes up for it by having a plethora of terrain bugs, tears and generally bad made terrain. Although live game breaking bugs are present for sure in MO2 but they are nothing while in Alpha.
The stated plan is that you will have two skill point pools: One for fighting and one for professions. I suggest you also read the information on the homepage for crafting, since that has a major impact on the outcome as well. So you can be a fighter and have a peaceful profession.
Same as in MO1 the idea is still very much that you have to interact with other players to get everything you need. That is what is called an economy. It works for other games, so I´m fairly certain it can work here.
This is proof SV learned MO1s mistake with professions being too specialized, 1 char per account proves this further. Its a horrible design UNLESS you KNOW 100% you will have the players to make it work.
MO is a sandbox MMORPG, player interaction and player run things is the desired outcome, but it wont work unless the game have pillars in place for it to work for the games lifetime. If your player run systems cant work with low population then you shouldnt have it because most probably you cant guarrantee there will be enough players present at all times for the games lifetime. Not with boring passive timers infront of material gain which is a must for most playstyles.