@d3Sync said in Spell Tomes/Books?:
I think it's actually a net positive. It helps to give guilds the upper hand in recruitment
As it has also already been stated in several places, the Guilds don't need an upper hand. The Guilds already have a distinct advantage over the solo/small group/guild player and the devs have said they are trying to equalize play across playstyles, not trying to clearly set one group above the others, so again, this counts as a Con, not a Pro.
Being able to buy something you should go out and earn is never going to be a Pro in the long run. Sure, the one doing it sees it as a shortcut, but shortcuts shortchange a player from the total experience of the game. The arguments about still not getting the upgraded spells don't hold water, because as Prometheus has also said, Base spells are going to be just as good as the 'upgraded' spells, all spells will just have their niche usages. As to not learning the weaknesses of a given creature, well, as the buying of skills/spells makes it to where the player doesn't have a strong incentive to go out and confront that creature anyway, it no longer matters if you learn their weaknesses or not. Even though the game is set to cater to craftsman and skillers as much as mercenaries and bounty hunters and PvP types, they do want some incentive to have everyone go out and explore and do a little bit of the killing, to get their feet wet, and acquire those initial base skills/spells, even if they never need the more 'advanced' spells and skills you talk about. Being able to buy them eliminates that incentive all together.
So again, I state that I see no real Pros to this idea, and lots of Cons.
Also, comparing this game to Ultima Online is definitely not a fair comparison. Ultima Online was the first real MMORPG out, period, over 23 years ago, and as such, many things worked for that game that wouldn't work now, because the game had no competition whatsoever for the MMORPG enthusiasts...they were the only game in town. Before UO came out, you had MUDs, MUSHes, MOOs, and MUCKs, which were all pretty much text based, and just the graphics aspect alone was enough to draw people into the game who want the MMORPG type experience. This is the reason that when EverQuest and WoW came about, Ultima was pretty much dead in the water. Shoot, RuneScape was a dead copy of UO because the devs didn't want to pay the monthly fees, and while UO is practically unfindable nowadays, RuneScape has 3 different versions that still can be found (and OSRS, the one based around RS2 still gets 100s of thousands of players logging in daily) so your practically comparing Apples to Oranges (or, more accurately, Apples to Dutch Apple Pies) as we as gamers have far matured in our expectations for a game.
For Fractured to maintain their overarching goal of catering to all 3 major playstyles as evenly as possible, PvP, PvE, and a fair mix, as well as balancing out Solo and Small to Large group play, so that no group has too much of an advantage over any other group, they have to be careful how they skew things.