Vitality
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Convo, we've know each other for years now, so I have to tell you, as a friend... its time for you to drop the training wheels and begin raiding the deadliest mobs of all, neckbeards.Wish these guys were making a pve game as well. They really seem to have it together
I agree. It doesn't matter whether the items confer any combat benefit, just whether there is a market for it. If you put tabards, dye, appearance-changing items, character/bag slot expansion etc behind a paywall and then allow people to buy it and sell it for gold you're just adding a roundabout way to buy gold. However if wealth and items are generally transient in nature it won't be as impactful. In ArcheAge if I had spent $3000 soon after release I would've been able to buy an incredible set of gear that would make me a 1% to this day. In Crowfall it seems like you could spend $3000, get a sick set of gear, lose it several times in fights and then not be able to take it into the next campaign.Not a big fan of being able to trade VIP to other players for in game currency. Basically makes it ok to buy in game currency with $.
theres the shoulderpads and hands bigger then heads.
Ha. I like my pvp, just seems to be more options for it now a days. Im looking for that deep pve experience more.Convo, we've know each other for years now, so I have to tell you, as a friend... its time for you to drop the training wheels and begin raiding the deadliest mobs of all, neckbeards.
well, when I talked about making guilds want to actively "recruit" solo players as vassels, someone commented, that it would make more sense to simply recruit them to the guild.I wonder what personal kingdom means. I doubt this is the case but if you have to pay $5 for every person after 20 to add to your guild that would be funny.
If personal kingdoms mean some instanced and persistent world that builds as you participate in campaigns and has NPCs that are within a population cap that'd be weird.
To me it seems like these guys know how to handle that. We'll see though, but I like the pay scheme.I agree. It doesn't matter whether the items confer any combat benefit, just whether there is a market for it. If you put tabards, dye, appearance-changing items, character/bag slot expansion etc behind a paywall and then allow people to buy it and sell it for gold you're just adding a roundabout way to buy gold. However if wealth and items are generally transient in nature it won't be as impactful. In ArcheAge if I had spent $3000 soon after release I would've been able to buy an incredible set of gear that would make me a 1% to this day. In Crowfall it seems like you could spend $3000, get a sick set of gear, lose it several times in fights and then not be able to take it into the next campaign.
It all goes back to the conflict of interest discussion earlier. If these guys put out cosmetic items behind a paywall and make them tradeable, then see that 90% of the cash shop sales were subsequently sold for gold and the whales are consistently the best geared players in a campaign it'd be a difficult choice to make them non-tradeable. I'm not too concerned about it for the reasons I stated above. A dropable loot system along with loot being lost at the end of the campaign means that spending $$$ on ingame assets is a fool's choice.To me it seems like these guys know how to handle that. We'll see though, but I like the pay scheme.
Sounds like chickenshit rules to force players to play a certain way instead of formulating a coherent game design that players choose to play a certain way. The 'upkeep' costs in guilds is inherent. If you're a leader you log into the game and spend half the time dealing with stuff you wouldn't have to if you had a guild with 10 other people.well, when I talked about making guilds want to actively "recruit" solo players as vassels, someone commented, that it would make more sense to simply recruit them to the guild.
The answer to that, is of course the simple, guild members should cost a guild.
now this might be simple outfiting them properly costs more then a solo player, so a solo player is essentially generating resources a guild can use, while guild members are not.
or, we do consider something alot of RTS's have to prevent zergs. upkeep. If larger guilds have higher and higher upkeep costs, players then have an incentive to keep it small, and not just zerg ball around. (of course, some other means to prevent alliances, Teampseak, and (PRX1, PRX2, PRX3) circumventing this, would also be required)
I wasn't really thinking real money for this of course..
Honestly, if whales can by cosmetics, and trade them for in game stuff. Who cares. Someone has to do the farming, crafting, mining to get that stuff and to get that stuff you have to hopefully have to use guild elements to protect it and farm it. I dunno, I think it works real well with EVE and their system. Money only gets you so far. But you're right, if it works like AA wherre you can just buy all the mats and win, it'll be dumb. But AA's crafting system is shitty to begin with.It all goes back to the conflict of interest discussion earlier. If these guys put out cosmetic items behind a paywall and make them tradeable, then see that 90% of the cash shop sales were subsequently sold for gold and the whales are consistently the best geared players in a campaign it'd be a difficult choice to make them non-tradeable. I'm not too concerned about it for the reasons I stated above. A dropable loot system along with loot being lost at the end of the campaign means that spending $$$ on ingame assets is a fool's choice.
I made 2 billion isk on people under valuing cosmetics on the market. Never spent a dime.Honestly, if whales can by cosmetics, and trade them for in game stuff. Who cares. Someone has to do the farming, crafting, mining to get that stuff and to get that stuff you have to hopefully have to use guild elements to protect it and farm it. I dunno, I think it works real well with EVE and their system. Money only gets you so far. But you're right, if it works like AA wherre you can just buy all the mats and win, it'll be dumb. But AA's crafting system is shitty to begin with.
Same. Actually I've never really had fun doing PVP in an MMO because by and large I think the mechanics make for a less than ideal pairing. I play online comptetive games, just not so much in this genre.Ha. I like my pvp, just seems to be more options for it now a days. Im looking for that deep pve experience more.
It'll devalue the item, lowering the amount of wealth a credit-card warrior will get from the sale. That's the core reason I'm not that concerned about p2w at this point.Tuco, what if most of the items from the cash shop can be looted from another player in PVP on kill? Or destroyed if you destroy a guild bank or item transfer cart?
It'll devalue the item, lowering the amount of wealth a credit-card warrior will get from the sale. That's the core reason I'm not that concerned about p2w at this point.Tuco, what if most of the items from the cash shop can be looted from another player in PVP on kill? Or destroyed if you destroy a guild bank or item transfer cart?
Let us know when you find that, I still have yet to see a game that really takes me back to what EQ was like leveling and advancing.Ha. I like my pvp, just seems to be more options for it now a days. Im looking for that deep pve experience more.
You likely never will since leveling is almost exclusively a solo thing nowadays.Let us know when you find that, I still have yet to see a game that really takes me back to what EQ was like leveling and advancing.
Confirmation of no actual currency that is dropped/looted/rewarded?