I am going to address this one more time, and I am going to try to explain why I feel it is bad for the game. I do not ask that you agree, but I ask that you try to understand. I will not talk about full loot.
What is the largest difference between trinkets and gear, really? I would argue the way in which you get them, as a motivational factor (people are motivated to get gear or trinkets, the best for the most advantage / value.)
When I first played MO1, you could get interesting things from mobs like Ant swords and Sator spears, but nothing was really that worth farming. There were mobs you had to farm for mats, just like there were things you had to gather to make mats. A human gathered, a human processed, then a human crafted. It was a supply chain that demanded that you trade. It still exists in MO2 as a huge factor, but it isn't as much 'end game' as trinkets are.
Compare that to trinkets, which you get by farming mobs. Yes, you need gear and ability to lock down an area to effectively farm trinkets, unless you get massively lucky, but it is akin to getting ogh gear from mobs. It disrupts the whole chain. Then the most valuable thing becomes a trinket, which comes directly from mobs, and those can be traded for EVERY OTHER MAT. And once you get them ID'd, you can take them anywhere!
MO long wanted to avoid the ganks around cities, and I understand why, but there is an important interaction when two players come together, regardless of the outcome. You don't want the game to be about trying to farm as hard as you can without getting interrupted. That's like going back to MO1 walls. It would make more sense to incentivize people to NOT kill and incentivize people to band together and overcome stray gankers, than to make it so that you are not supposed to gank and make it so that the majority of the game is about hoping to find trinkets that might actually be worth real world money. That even steps on the toes of the idea that everything in the game is gained to succeed at pvp. I'd argue that in a game where you have to pay for access, getting some return on your investment can rise above that.
Lastly, instead of gearing up to be minimally viable to gank people around cities, people are probably gearing up to be minimally able to farm high level trinkets. I believe this is suppressing the game on many levels, and that's not even taking into account balance issues. Mastery also feeds into this, but if mastery was gained in more ways for less gain, it might be OK.
THAT'S ALL I GOT. @Robmo haha
What is the largest difference between trinkets and gear, really? I would argue the way in which you get them, as a motivational factor (people are motivated to get gear or trinkets, the best for the most advantage / value.)
When I first played MO1, you could get interesting things from mobs like Ant swords and Sator spears, but nothing was really that worth farming. There were mobs you had to farm for mats, just like there were things you had to gather to make mats. A human gathered, a human processed, then a human crafted. It was a supply chain that demanded that you trade. It still exists in MO2 as a huge factor, but it isn't as much 'end game' as trinkets are.
Compare that to trinkets, which you get by farming mobs. Yes, you need gear and ability to lock down an area to effectively farm trinkets, unless you get massively lucky, but it is akin to getting ogh gear from mobs. It disrupts the whole chain. Then the most valuable thing becomes a trinket, which comes directly from mobs, and those can be traded for EVERY OTHER MAT. And once you get them ID'd, you can take them anywhere!
MO long wanted to avoid the ganks around cities, and I understand why, but there is an important interaction when two players come together, regardless of the outcome. You don't want the game to be about trying to farm as hard as you can without getting interrupted. That's like going back to MO1 walls. It would make more sense to incentivize people to NOT kill and incentivize people to band together and overcome stray gankers, than to make it so that you are not supposed to gank and make it so that the majority of the game is about hoping to find trinkets that might actually be worth real world money. That even steps on the toes of the idea that everything in the game is gained to succeed at pvp. I'd argue that in a game where you have to pay for access, getting some return on your investment can rise above that.
Lastly, instead of gearing up to be minimally viable to gank people around cities, people are probably gearing up to be minimally able to farm high level trinkets. I believe this is suppressing the game on many levels, and that's not even taking into account balance issues. Mastery also feeds into this, but if mastery was gained in more ways for less gain, it might be OK.
THAT'S ALL I GOT. @Robmo haha
