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Saran

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Saran
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  • Yeah, @Estarra it's been mentioned elsewhere that what you're talking about now is pretty contradictory to what Jeremy and Matt (afaik) were saying about the F2P …
  • (Quote) Lol, this seems like one of the most negative and destructive ideas I've seen.

    The realistic flow is:
    1. People stay in their guild until it gets chopped because they want to protect it.
    2. A guild gets chopp…
  • Gacha is probably most synonymous with loot box style mechanisms from my understanding. 

    You have variations of the like Overwatch or Hearthstone where you draw stuff but duplicates are either automatically converted to currency or can be…
  • Er, you say it doesn't read that way and then describe pretty much exactly what @Kalnid said...

    Like... the "exceptions to the kompu definition" are the…
  • (Quote) How people use a system is less relevant than the mechanisms of the system itself for what Kalnid seems to be talking about, if the system is aligned with kompu gacha then that's a mechanism which is apparently illegal in Japan at lea…
  • I thought box gacha is differentiated because of this guaranteed chance different rarities not the compilation mechanic? (cause you can estimate if you buy x boxes you should get the thing you're looking for)
  • (Quote) Might be box rather than kompu?
  • (Quote)
    You could have also just dropped them in as a new artifact and skipped the whole promotion aspect. 

    Also this 

    "It's not meant to be a fix to anything or a bandaid to solve any particular problem, but rathe…
  • Yes... that is how it should work when you buy so many packs particularly when there's only four options.

    Also seems like there needs to be some clarity on what f2p actually means given one of the things that was announced with Imperian i…
  • Is there a point if it's not going to change much?

    For me, the place I really feel low pop is like guilds being difficult to progress in and not being fleshed out cause it can be like one or two people working away at stuff. There's also …
  • (Quote) I'd just pull the data as far back as you can tbh. But pop still isn't the greatest metric because it's just data not information.
    You'd want to be able to see which orgs attract more first timers, map out when dips in activity h…
  • (Quote) I mean, the alternative is... quick people, just log in to make your org look more active than it is and make sure to shut down all your alts anywhere else for the next little while.
  • (Quote) I'd kinda want to dump re-rollers into a limbo space where they can login but aren't actually "in" the world.

    They'd have a series of rooms they can go through which would have objects that can be used to remove runes/colla…
  • (Quote) Yeah, it was mentioned recently that Serenwilde might actually have a relatively large population it's just that currently the forest has issues with combatants (training/retention) which means the visible conflict objectives make it …
  • From what I've been told, assuming that then-former org mates would help those who have been denied entry to their new org could be a stretch.
    This sort of discussion has also lead to some people doing an informal census and the population diff…
  • (Quote) Yeah just going to echo this, players in orgs that survive (should deletion be chosen) do have a right to make choices about who they let in. 

    I expect Seren would probably accept a decent amount of Glom refugees, for examp…
  • (Quote) Nah, a toggle actually works against this sort of mechanism, economic systems like this work because people generate stuff they don't need and then sell them to other players or back to the game for gold. 

    It's pretty trivial to …
  • Also, when talking about economic systems within games just to make sure people are on the same page, nothing is free unless you go up and press a button to dispense more.

    Bashing is an economic activity where you convert time into exp, y…
  • Other games have some things that address this to a degree because all of the comms have a minimum cost.
    Some even have mechanisms where if you try to sell something for the same or lower than the money you'd get it for in shop they will at le…
  • So the alliances thing is basically just guild covenants++?

    Covenants didn’t really work imo, they were a popular idea because people didn’t want to lose their guild but in the long run didn’t turn things around enough.
  • Issue:
    Opting out is a thing.

    It's relatively trivial to get to the point where you effectively have permanent enchants through a combination of permanent items and curios with regulators. Rune a cube and you really only need to get …
  • Issue:
    Shops aren't great, they're overly abundant on the one hand and will never pay for themselves because the market is crazy. Undercutting is to a point that people are selling things for a loss.


    Solution:
    Auction hous…
  • (starting here because comm generation is the beginning of the flow, the irony of talking about farming is noted)

    Issue:
    As far as trading goes there doesn't seem to be much/any relationship between generation and sinks.
    General…
  • (Quote) I mean, aside from being a great example of not even surface understanding of the org you're talking about, why would the resultant org need Hallifax?
    You've basically merged together with two orgs where one of them definitely t…
  • (Quote) Nope, you're not reading my post and continuing to be too generic.

    I guess I'll respond with generalisms.

    Right now we have some people who like to be:
    • Nature
    • Good
    • Evil
    • Emo(?)…
  • (Quote) You're being super generic about what you're talking about to the point that it's impossible for others to meaningfully engage with whatever you're actually suggesting.

    For example, if you're saying all 7 archetypes per sid…
  • (Quote) You're just throwing out dichotomies here and not discussing the reality of the orgs that those represent

    Civilisation VS nature - Do you mean that you're going to have the Light and the Taint in the same org, i.e players w…
  • @Ushaara

    I mean, if you can't pair off everyone then it doesn't work. We know what 4 and 6 look like and they cause problems, hence the push to 3.
  • Also, it's been repeatedly pointed out but meaningful fixes to the economy could open the door to a plethora of new promo items and regular artefacts that interact with the systems you'd put in place.
  • So arguably 1v1 is worse that 2v2 for some of the aforementioned reasons, but also because you need to look beyond the numbers and at what that would actually mean.

    Cities v Forests? Cool, so the light and the taint are going to cohabit?<…