My thoughts/opinions:
Elrojo wrote:1) Will FC be taking into account that a lot of players pass through TL6 and hence not much better equipped than the TL5 but much, much less equipped than TL7? What i mean is that a levelling player cannot afford to stop at lvl 190 to "twink" just to do some quests to get PvM armour that will only be marginally better than the armour/weaps they needed to put on to solo the quests. Also that the time most players spend in TL6 is usually as little amount as possible as not much changes from lvl 180-205. So the amount of time needed to get the PvM armour etc should not be too long (like Xan quests) otherwise its basically not worth it.
I think this is to prevent that pass through by being 160 in inf and doing inf easy leeching off of the teams. As for equip at tl5 you should have more then enough equipment to survive the solo part. FC also has this way of thinking that you should be saving all your creds from day one as seen by certain things. IF at TL5-TL6 you dont have at least ql 200 imps in and a decent weapon, what ever org your in really needs to be shot for not helping... And if not in an org, then maybe we should put a bobsan clone in Ado to do PR for us
2) Could these areas provide good re-rollable solo quests? you mentioned the team quests, but i think that one of the major problems is actually getting a team when you are a levelling character in the 180-200 range. With the way people are power levelling finding 6 players who would actually want to do the quests rather than mooch off an org inf grind may be slim. Particularly in some time zones.
Yes this is an issue about finding teams. Its been proven time and time again that peopel will rush through get there stuff and leave, never coming again. PLUS with the current state of leveling in OST's being the new "Kite team" I woud liek to see it have re-solo ability.
3) could the solo quests be more profession building/training. For example Fixers required to tag spots using Run Speed, AAD/Evades, snares etc. Doc required to keep a healable NPC alive while they fight mobs, practice using debuffs, heals etc. That way players who have many toons will not be forced to do the same quest each time they get a toon in that range. Also allows for practice of toolsets, good prep for TL7.
OMG please Chris tell Means to do it! DO IT!!! There are too many leeches that don't know how to play their profession and are in Inf! AGAIN Chris tell them to MAKE IT SO!
4) Will it be instanced? Makes point 3 easier to do. Also allows for better tailoring of mob levels based on your level. So you can start at the beginning of TL5 and still have it possible to complete, but just as rewarding/hard at the end of TL6
I think most likely but then again this will make the playfield be barren! Loot right selling has really destroyed another aspect of the game. I feel that this will have the same fate as other PF's...
5) will there be VP, AXP offered in any particular playfield? For PvM players or those levelling through this would be a better option than grinding BS, LE or stopping at 150 for s10 AXP. Also offers some variety.
Having VP drop would be great! AXP though, I dont want... IF FC is anything close to smart, having aliens in SL is a nono (LoX don't count since its on RK though its a SL playfield) It would really throw the already eroding storyline into the toilet saying " meh F*** it lets just throws a unicorn and a rainbow while we are at it" Yes to VP, no to AXP imo