Good luck getting a GPU
Because nobody already has multiple computers, and you're expecting a temporary market crisis to outlast an MMO? If it does, then anything said about this game is pointless already.
Good luck getting a GPU
You should only have to run a VM. Sandboxy wont work. You should still be able to switch steam accounts just cant play at the same time. Its sort of like having two characters on the same account.This is, indeed, gone with the the addition of Easy Anti-Cheat. The only solution at this point would be to have a stand alone client. The game is far less appealing to me being locked to one account, and will ultimately lead to me becoming bored with and quitting the game (as a full time crafter). Congrats to everyone who wanted 1 character per player, you've won the fight and will ultimately cause revenue loss for SV.
When SV says " We get you a good game with one character!" i think they made a good system with chance to make a character with 2-3 MO1 skills. Now i get a broken shit. I want MC, foot figther with swimming and some archery. I want a mining\chopping/extract all materials (without Kimurite and Ogh), make a pots and butchery stuff.You should only have to run a VM. Sandboxy wont work. You should still be able to switch steam accounts just cant play at the same time. Its sort of like having two characters on the same account.
I disagree with the statement that SV is making design choices in this iteration of the game to try and make it "Pay to Win".
They want their players to be able to enjoy their game on 1 account, Henrik has stated that multiple times. They also want your name and reputation to matter instead of people being able to essentially "hide" behind an army of Alts, or to be completely self-sufficient and completely separated from the world economy.
MO is a game of supposed "meaningful" choices and paths, that's how it's been designed from its core. What they are trying to accomplish is marrying all of these concepts and ideas together as best they can.
You can tell they're trying to do this by the changes that have been made between games. They've been trying to make all clades viable now for both combat and crafting roles, so that there isn't a disqualifying choice. They've adjusted speed curves, attribute caps, skill pt caps, and clade gifts to try and do this.
They've also made your 1 character capable of doing more than just 1 thing now, and with future adjustments that are coming to crafting, 1 character can pickup in part or whole 2-3 trades to interact in the economy with. If they were trying to persuade everyone to just buy more accounts they would have left the same limitations on characters as in MO1, but they didn't do that, and they're continuing to tweak things to try and make this marriage work.
The real problem lies in the fact that whatever they choose to do, there is some portion of the player base that will be unhappy with it, more so now than ever because most players now just want what they want, they disregard the developers core design and "vision" or whatever and cry and complain when their own personal feature list isn't implemented. I'm guilty of the same thing sometimes, but personally I'd like to see SV implement their version of MO2, the one we never really got to play, and let the chips fall where they may. If it's good we'll play it, if it's not, we won't.
Crafting actually is being made more versatile, maybe you are unaware, but in the next patch or the one after, you will only need to skill a crafting skill like armor or weapon crafting to 70 to get the stats we get now at 100, but skilling from 70-100 will increase durability and at 100 you can do some cosmetic junk or engrave your name on the weapon or armor piece.Well Henrik has promised a lot of things, how and when they deliver is the real thing here. We can debate how its planned to be but we can't know till its changed. Crafting ain't more versatile than mo1, its the exact same copy but now you can fit a fighter and a crafter in one character, which is an improvement but it lacks a twist, lacks meaning and trayectory.
If at this point they haven't figured out such a basic key part of the game i gotta say it doesn't give me much hope.
We know most players try to push for their personal playstyle and its understandable, what we are discussing in this thread its the course the game is taking by not addressing the elemental design flaws it already has, and theres no place for the excuse that the game is in alpha. That was MO1 excuse and look how it ended.
Crafting actually is being made more versatile, maybe you are unaware, but in the next patch or the one after, you will only need to skill a crafting skill like armor or weapon crafting to 70 to get the stats we get now at 100, but skilling from 70-100 will increase durability and at 100 you can do some cosmetic junk or engrave your name on the weapon or armor piece.
I'm not trying to be an SV apologist tho, I'm as critical as anybody, I just disagree that SV intention is to force us to buy more clients and sub multiple accounts, because they've been actively trying to make 1 character/ account work.
It will help a lot. For bows its the same 150 points back but I would have to put it into crafting instead of the quality of life skills or the extra stuff thats for fun. It only opens up a bit the progression system.Well i'd have to see the patch to assess it. But for the sake of argument, reducing 30 skill points from lets say 5 skills from armor/weapon crafting will give you 150 points, thats stretching a little bit by saying its going to make crafting more versatile, at expense of not getting the meta dura on weapons/armor, and by not having the meta dura you are basically wasting materials.
So, if thats actually the case it would really disappoint me to see such a poor missguided attempt to balance something that requires a little more design.
But theres no point on discussing what and how is going to be implemented specially if they are not aware such discussion. I rather wait and see the outcome.
150 points at expense of grinding time is by far the worst tradeoff i could expect in crafting, and it would really disappoint meIt will help a lot. For bows its the same 150 points back but I would have to put it into crafting instead of the quality of life skills or the extra stuff thats for fun. It only opens up a bit the progression system.
Yeah, Maybe they should have a third set of skill points with a limit for QoL and extra stuff. This one can be limited.150 points at expense of grinding time is by far the worst tradeoff i could expect in crafting, and it would really disappoint me
And, 150 points is not really that much quality of life improvement...
I have crunched the numbers, I am interested to see if you come to a different conclusion than I did. So please spell it out here.There's a good amount that it opens up actually build-wise, but if you don't want to crunch the numbers and see for yourself, or even consider that it is actually a meaningful change, and act like I'm trying to blow smoke up your ass, I'm not gonna spend the time to explain it to you either.
There's a good amount that it opens up actually build-wise, but if you don't want to crunch the numbers and see for yourself, or even consider that it is actually a meaningful change, and act like I'm trying to blow smoke up your ass, I'm not gonna spend the time to explain it to you either.
Hi Rorry, whats your conclussion?I have crunched the numbers, I am interested to see if you come to a different conclusion than I did. So please spell it out here.
The multi clients kept me interested in mo.. there was always something I could do while ghosting back or traveling somewhere or just having three extractors or miners going at the same time really just to keep me self reliant and profitable. (when i was) with just one client and account I would get bored of mo in a month. Theres not enough action and way way to much time spent traveling and gearing.
Now the game is really pay 2 win because you have to throw down on a new pc to run 2 accounts at once.