Even if they would rework it, it would just be bartering 2.0, and those ppl who want to afk autopath for pocket change can already barter.
Surely if they would make it broken silver wise ppl would do it, but the game needs active content, not a another afk autopathing simulator to keep the game on try while u play with other games...
The value of trade items the npcs sell is having no meaning in today's economy. The desert buff mechanic restrictions are dumb, since you can just ship your boxes to Valencia. The benefit to afk trading over afk bartering is that getting an elephant is easier and cheaper than getting a carrack and the elephant might - at worse - stop on a bridge head, instead of getting perma-locked into a pixel in the ocean, meaning, you could just set it back on courser, whereas you're sometimes forced to remote collect the boat, losing all the cargo. On top of that, with how PA fixes stuff, it'll be just adding a 0 to the values of the trade items and call it a rework - much easier than actually making true on the other promise they made, of improving the sea content. So yeah, I don't see how they'll make trading fun. Cus just tweaking 1 number won't convince me to pick up the profession.
I'm more inclined to drop the other I used to like, training, because PA's "improvements" on it and the path they chose for end-game horses and the new steeds has nothing to do with it. A Beginner 1 in training can 1-tap a T10, get a T9 or an Imperial Steed just as easy as a Master or, for added lols, a Guru.
^ Facts
I mean, you can still level your trading and that part is fine BUT... Trading is easier done by using a ship because you can transport more goods. If you transport goods from velia to epheria and back and forth you'll gain so much more XP than you ever could using a wagon which is dumb. Plus, you'll get so much more money even though the amount you get is pitifiul. The crevat is that you are 99% likely going to get stuck in a rock. (just remove the rocks if you can't fix pathfinding please?)
I have never even tried real trading, as grinding just seems to make more sense in terms of time investment. If they want players to take on seomthing REALLY difficult or at least VERY time consuming, such as running a wagon out to Valencia..... the rewards had better be worth it. It would be nice if at least all the aspects of this game were balanced: lifeskill and grinding.
Or is this just a grind-till-you're-good-enough-to-smack-down-other-players-in-PVP kind of game with a crud-ton of pretty, but evermore meaningless bells and whistles slapped on? Yesteryear it felt pretty intergrated, but now, it just feels like: hype new class, release new class, debug new class, nerf new class for PVP, nerf all classes except the favorites, rinse, repeat, and once a year, toss a bone to the lifeskillers by updating a system or increasing silver for lifeskill tasks.
Off topic, but remember when we used to hand in items to all sorts of NPC's for CP, or other rewards? Then it was one person in Olvia, or Velia, and now its all Liana, the goddess of Lifeskilling. The world used to be alive, and NPC's had worth. Now, everyone, and almost everywhere is meaningless.
Efficiency is the murderer of art, culture, and the meaning of life.
Here's my plug for wagons: let's have some models that can seat a party. I think it would be cool for several players crusing around in one vehicle. Almost like a hayride!
Peace
Even if they would rework it, it would just be bartering 2.0, and those ppl who want to afk autopath for pocket change can already barter.
Surely if they would make it broken silver wise ppl would do it, but the game needs active content, not a another afk autopathing simulator to keep the game on try while u play with other games...
I think a simple value buff to trade items would go a long way for people who enjoy systems like this, but to make it a truly worthwhile activity for the majority of players I agree they would have to somehow make it more active.
I had an idea to create a secondary type of trade item (maybe called 'Curios' or 'Baubles') and inject them into the loot pools of most active content - monster drops, gathering nodes (just repurpose the existing ones), and all of the random boxes/crates/barrels/etc that currently exist all over the map with zero reward. Might help make trading less afk and maybe even more fun?
Checking up on thread
I think a simple value buff to trade items would go a long way for people who enjoy systems like this, but to make it a truly worthwhile activity for the majority of players I agree they would have to somehow make it more active.
I had an idea to create a secondary type of trade item (maybe called 'Trinkets' or 'Baubles') and inject it into the loot pools of most active content - monster drops, gathering nodes (just repurpose the existing ones), and all of the random boxes/crates/barrels/etc that are currently scattered around the map to be gathered from with zero reward. Might help make trading more fun and maybe even profitable?
https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=232&_opinionNo=0
"enjoy"
You mean exploit, as noone enjoys afk autopathing, they just leech the no effort money...
"enjoy"
You mean exploit, as noone enjoys afk autopathing, they just leech the no effort money...
In the same sentence I also said, "...but to make it a truly worthwhile activity for the majority of players I agree they would have to somehow make it more active." I also provided an example for a mechanic that might do exactly that.