I have to agree with LigH there, mainly second half of what he said (as I wasn't around for the first so I'll take his word on it), and believe me I want the game mechanics to support the RP. And in a fight where its do or Die... I go Game mechanics, unless theres something specific we are looking for in the RP fight.
I fire a fireball at Bad guy
vs
Seeing a fireball go flying out
I'll take the second every time. And I have seen folks wondering around literally with "PVP" stats that they play for dueling and role play fighting in OOC. The few I checked on their character's actual stats where no where near it. That just pretty much well one insults the folks who are trying to get their characters to 'that level' where it fits and have been putting time and effort to make it there. It also turns PS into a 3D role playing chat. (which might just be an interesting Dev project)
Granted I would love to have a character come in as a "Seasoned Character" already ripe for role play and i didn't have to dig mine, go through 100+ quests to role play it out. Think of all the villains we could go through!
I think the "Optimal solution" But one that well probably can't ever really be put in place on a sliding scale, is something similar to "Least amount of time in that character" = Less difficulty leveling /practicing / Stat progression. Longer a character is online, the more difficult it is, to a certain point. This would give those folks with, say 1-3 hours a day or less, be a bit easier for them to catch up. Even then I can see issues with that kind of a system, and how it could be abused. [Like max pointers who had all day make up 6 different accounts and quickly power up 24 characters, multi-client and you got a small army for instance]
And yeah I'm one of the Job seekers that has spare time waiting on the phone to ring after pounding the pavement. I personally RP first, help out new folks if needed, and Grind third. We all know there are slow spots during the day when nothings going on, and wanting the characters we play with to do something like go flame some rats, which is quite amusing. (Note: need a way to power down Flame burst to catch rats on fire so they can run around some more after a certain point.)
All I want to my self is catch up and get to the point where my character who I want him to be, meets stats, then I'll just hunt Ulbers for hearts / props, and make helms just to help out the newbies. But then all of us comes from a different background and have different times to spend on an MMORPG. Do I like slowly gaining on the veterans because I seem to have more time then they do... some times, I haven't passed anyone for all I know. And in a way their my beta testers cause my guild mates help point me in the right direction.
![Smiley :)](https://www.hydlaaplaza.com/PlaneShift/smf/Smileys/custom1/smiley.gif)
Then again not every player has that, or wants to join a guild.
So back to the topic at hand magic resistance. I know its still in testing phases, and unfortunately I don't have access to what got resistance to what, and by how much. (would be nice) I just hope eventually for the players sake each monster get limited to resistance in just one way. In the story you got the conflicted story of, "in the end you will choose one way" "I am a <name of the way> Way Mage", but with the critters being immune to like two ways... let alone in the survivability category, narrows down the choosing with tons of trial an error on the players parts. Plus there are quests that involve items of different ways, in order to get something needed for quests down the line. So its like getting two conflicting sets of instructions from the game as to how I level and choose which way to go. And if I don't know about the flip side, I as a CW mage hit a category of critters that, Monster 1, Resistant to RW and CW Monster two is CW and DW... and there the only ones i have found that don't kill me after a few points... as a player, I would get frustrated fast. Just a thought. (and a short-er post from me]