I have a question which burns in me since i joined Horizons.
To begin with: I am one of the rare species named "Pure Crafter", means i dont like Adventuring at all just sometimes to join my guild and have some fun. When I joined Horizons i did that because it promised me that i could choose between being a crafter, an adventurer and even both. What i didn't expect was that you in fact could choose to be solely an adventurer and if you chose to be a crafter youHAD TO / MUSTalsolevel an adventurerschool or even two or three, 'cause every single Resource spot from Tier 2 up is camped by highlevel monsters who rip the crafter appart first due to him being a non-adventurer with no fightskills at all, second due to his weak crafterarmor which is not even more then a papersuit. Running is often no possible option either because most of this mobs can root or stun.So at tier 3 spots the monsters are lvl 40 to 60, tier 4 lvl 60-80 and so on, even as a level100 crafter without adventureschools leveled a lvl 40 monster could rip you apart in notime. Not even alone that, to be able to get techs and formulas i have to kill monsters to get tokens and such to buy the needed things to satisfy my customers.
So my question is: Why for heavens sake do i HAVE TO level adventurer if my only interest apart from some funevents is crafting and supplying good and excellent tools weapons or whatever to the players? i can't play 24/7 to have enough time to level to level 100 adventurer just to be able to level to lvl 100 crafter of whatever field. As most of the people playing horizons that are mature enough to know what i mean i work up to 50 hours a week in my job without that i could not even think of playing horizons anyway due to the lack of money. When i now play horizons i want to do what ever pleases me most and not to be coerced into leveling adventurer when i could bring my time to a better use with what i like most: crafting. I can live with the respawn time on resources which is pretty slow and often a field is completely gathered empty and i have to wait until some of it respawns. I can live with the fact i have to have for any school i start a new set of crafted and teched craftergear (cargo) cause the skills with the new school dont allow to use the gear used for the mainschool. I can live with craftleveling beingharder then adventure-leveling, all of that because i LIKE CRAFTING its my most favorite and most loved part in horizons you people did a really wonderfull job with this craft-engine never seen a better way of manufacturing several different utilities armors and other stuff, but to be coerced into leveling adventure schools (Yes, schoolS, because even one adventureschool is not enough to survive a mob at t5 res places) is what kills me in horizons the most.
You once said you wanted to make a game to fit or even exceed the expectations of you customers, up to this point horizons is all this but for me and many of the other "Pure Crafter's" out there, the lack of consideration of the ingameplay for us MINORITIES is shameful. You should have known that with the best craft-engine ever in your game that you will get many customers who especially want to do just this.
'nough ranted.
I have some propositions to get rid of this problem maybe you can think of an own way too.
I beg you Devs and decision-makers please read these and think them over dont trash it right away. The community of crafters would be very thankful if you did and came to a conclusion that satisfies both sides the gamedevelopers and the players.
First and easiest way to get rid of this problem: Remove the Agressive Monsters from all the resourcefields. If i want to adventure i go on in my wargear and go out to find the mobs solo or in group with my friends i dont need em in resourcefields. For those mobs who people can loot resources from is a nice thing for crafters who like some action and want to do adventure and craftleveling at the same time, but move them out of the normal resourcefields so crafters who want to just be in unison with nature and just want to craft, have their freedom to do just that.
Second way i thought of was a characterflag the crafter can set, which makes him invisible to agressive mobs, or just agressive mobs just won't attack them. As said before for mobs that can be looted for resources its equal to me because i myself wont hunt them at all but others will. Forethought that nobody can use this flag to escape out of a fight or missuse it in any other way you can set a timer so the flag can, whichcan only be activated only if the character hasn't been in a fight for at least 30 minutes. thats enough to make sure it will not be misused in a fight and short enough that someone can wait out the timer if he got hit in a resourcefield. for the durability of the flag just let it be on until the crafter actively disables it. no timer for the automatic disengagement of the flag that just would bring up the crafters who suddenly get attacked whilst gathering.
Thats what i've thought of till now, maybe it helps to understand what the crafter community is thinking. No Discussion Point is that craft-leveling is harder then adventuring. It just is but its also what makes it interesting even without being killed by agressive mobs in duty to serve our fellow players the weapons utils armor spells and whatever they need.
I personally tend to the first possibility but i dont know if this is doable for the developers but i think it would be easier then the second option.
Thank you for your time and your openmindedness for this thread, i invite all forumusers to post their opinions in here, but please keep it peacefully in here, i dont want to invite for whining but for an open discussion, and for all i woulds like Luca and the Devs and whoever has a thing to say in this game to join in and think about it i would like to have an official statement here if possible.
Thank you and may you have a pleasant day.