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Saran

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Saran
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  • (Quote) Whether or not something like this costs a business trust is also basically all on said business.

    Particularly in a case like this because doing something about the complaints provides a  positive experience or at least res…
  • (Quote) May not be considered an issue but one that kept rattling around in my head was the comparison to the D&D/Pathfinder attribute buffing belts and headbands.

    You could say, for example, that there's one damage buff rune s…
  • (Quote) The wiki might work?

    You could create a page for each class, create links to each kit, people with edit access could then put up guides. 

    Talk pages would enable players to hash out issues, templates are possible…
  • (Quote) I think it's that we disagree on the line, ultimately the question was about why people give up on combat, my response is that it's too complex on top of the line for how much info the admin give being too low for some players. (As an…
  • (Quote)  Oh, I think something like this might even direct sales.

    Like promos selling good sets of artifacts for different classes and you have an ability to go more powerful in some aspects because there's areas where you're goin…
  • It seems like the reason to have more artifacts is because the theoretical ideal would be that you're actively encouraged to have multiple builds. (Even within a class you could have a PvE build, a basic class build, and then variations that adapt t…
  • (Quote)
    Being honest, when I couldn't find anyone who could fill me in on how my kit was meant to work I eventually gave up and it lead to the impression that the kit didn't really have even one way which it actually worked out. (WW/Sha…
  • (Quote) I think there's a third thing which is how the kit is intended to work which is more what I'm getting at.

    Relying on players to create even that basic level of info about a class also pretty clearly doesn't work because I'…
  • (Quote)
    I think there's a significant gap between what's explained and the understanding needed to figure out the basic strategies though, one which is probably contributing heavily to people not getting into combat.

    MMOs typ…
  • (Quote) Oh, I go into most interactions with the admin expecting to be ignored or at best told to go to my envoys to get resolutions for issues my envoys haven't resolved because that's why my experience has shown me will happen and what continues …
  • (Quote) That's your experience, other people have different experience. 

    For example, when I sent emails because my envoys hadn't dealt with a situation in years the response was ultimately "talk to your envoys". What message is so…
  • (Quote) I think if a player is at the point where they're actually excluding themselves from the experience of an event then they've likely tried other methods.

    More broadly, people will only use a system when they believe that it'…
  • (Quote) This really is why there were suggestions for more open feedback methods. The forums don't get everyone same as meetings like this.
  • (Quote) In a functioning economic system, supply lines should be taking care of themselves because they should be sufficiently rewarding so players are encouraged to engage with them.

    Similarly, through mechanisms like auction hous…
  • (Quote) Except that it's not really anything meaningful and it's a really specific audience that it might appeal to, plus the availability can be limited to the point of an org not having any villages if they fare poorly in revolts.

  • (Quote) You also get that this thread is about fixing the economy and in the context of the other discussions that are happening right now it's about how that can also encourage players to stay, log in, or even return to the game. 

    So y…
  • (Quote) Just to highlight this the logical next "baby step" would be shuffling things around so that orgs actually feel it when you reduce their comm generation moving it directly towards a conflict mechanic.

    So basically the first…
  • (Quote) I would disagree regarding not bowing out of events, I think that's a point where players get to when they're unhappy with how things are being handled or the stories that are being told, so if the admin continue to run those events t…
  • (Quote) Right and does that achievement of getting your name up there diminish when you realise that it's lessened because it's only people with the specific cross-section of interest that you're competing with?

    Also, baby steps im…
  • (Quote) I'm actually wondering who this is?

    Like, who is it that needs comms but doesn't have enough gold to just buy them from the shops?

    Newbies typically don't have the skills to craft and if they did they'd also have…
  • (Quote) With more complexity the current artifacts could be repurposed to provide a benefit within the system though, like the spoon arti might be repurposed to enable you to refine certain special materials in your orgs kitchen without havin…
  • (Quote) The first would only really work if it was that we sell credits to it as well because otherwise we're just generating credits? Similarly, I'd expect you'd find numbers floating a hair under 50k.

    Minimums for item costs tend…
  • Wasn't there some discussion that first-leaders would be withheld if, effectively, the first leader didn't do much more than try to claim first?
  • (Quote) I kinda thing adding a unique crafting minigame for each refinement would add a decent amount of work and potential bugs into the mix. 

    What I was thinking was that refinement involves abilities that you gain in skills whic…
  • (Quote) Yep, definitely.

    EDIT: You could loop in just everyone, but only if you're tracking all the triggers as well because you need to be able to differentiate between engaged and disengaged players as... well there's prob…
  • (Quote) You really wouldn't. (I made the suggestion cause working with this sort of thing was literally my job for a couple years.) (edit: just for clarity, you wouldn't want to wait until you're announcing something)

    Response rate…
  • Some thoughts on the rest of Luce's post.

    * For me, it's missing those economic features found elsewhere which breathe throughout the game, might have just been missed. (generation through bashing, conflict, etc)
  • (Quote) The general solution to monopolising is basing gathering nodes on a player rather than the world. GW2 and FFXIV have locations where nodes spawn but another player gathering those doesn't prevent me from gathering there too.
  • (Quote)
    Just from something my partner said when I was talking to him about this thread (not a MUDer but really into games design)

    Game economies aren't just about making curatives/weapons/etc. They provide engagement and rew…
  • I think also, right now, players need transparency.

    What’s happening? where are the priorities? what state are all these mysterious projects in? What kind of timeline is there for all of this? how many years is it going to be before there…