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 Thread (27 posts)
ArcAngel3  9/10/08 10:58:03 PM

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Elite Member

Joined: 9/25/06
Posts: 1652

Your current players are your foundation for future success.

I've seen games that are loot based.  Items you get drop from npc's that you take out, or are quest rewards.

I've seen games that are crafting based.  If you want something, you're going to have to purchase it with ingame currency from an ingame crafter.

I've seen games that blend loot and crafting.  People loot recipes and ingredients and then combine them and put them up for sale at an auction house.  In the same game, however, there is also a chance to loot whole items that require no crafting.  The system is designed to cater to both those that enjoy straight looting and those that enjoy an ingame economy.

I've heard about RMT purchase of gear possibly coming out in SOE's agency game.  Apparently, you'll pay SOE for new spy equipment.

Finally, I'm aware of SOE's new loot cards for SWG, where you can buy a pack of random cards that may or may not contain the loot item you're hoping for.  I'm told the odds are 3/100 that you'll get a loot card.

These are the main models that I'm aware of.  Which of these is closest to the kind of system you prefer in an MMO?

 

Forum Poll

what system is closest to what you like best?

looting only
crafting and selling only
combination of looting and crafting that work well together
buying virtual loot for real money
paying real money for a 3 in 100 chance of getting virtual loot
(login to vote)

 
Snipan  9/10/08 11:19:53 PM

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Hard Core Member

Joined: 2/04/06
Posts: 167

I like the idea of collect money, and go buy my equipment from a crafter. In almost every loot based game I have played, most of my money come from selling stuff. 99% of the loot you find go to a vendor, and if you have the money you buy something you really want from someone else anyway. The difference is that I must accept the look and the stats from static items, instead of order something made as I want it from a crafter.

 
BushMonkey  9/10/08 11:25:26 PM

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Hard Core Member

Joined: 10/23/06
Posts: 892

No free man shall ever be debarred the use of arms.
Thomas Jefferson

I hate looting for stuff, it is to random, have to farm over and over to get what i want, easier to just gain enough credits and buy it, or gather resources and make it myself. Having  a plan you know.
And that is why i liked PreCu SWG...

 
DarthRaiden  9/11/08 6:11:33 AM

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Novice Member

Joined: 11/20/05
Posts: 1164

You see a bug hole, YOU NUKE IT!!

Forum Terrorist

any MMO without items being crafted by players lacks at least 1 dimension of complexity. IMO it shouldn't be called MMO same goes for Quest driven games.

Do you quest collect your uber item, fine. But do it alone please in your single player game. MMO's are for players to take part on every possible position and role and depend on other players.

Ideal MMO = everything player made and driven.

A shame that game industry  left  that goal for making dull  online experiences  and  the quick  dollar with the big companys preceding.

$OE is one of the biggest actors responsible for offering that dull online experience and fool people.

MMO gamers don't need $OE. $OE Its like a boil and should be separated from MMO market.

-----MY-TERMS-OF-USE--------------------------------------------------

Everyone who logs into NGE destroys a bit of the SW Universe.

No SWG Pre-Cu, No money to the $OE suckers , simple and fair.

DON't agree to $OE 's EULA. They change the gameplay without respect your investement.

"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

Bob_Blawblaw  9/11/08 12:02:18 PM

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Hard Core Member

Joined: 1/11/06
Posts: 566

www.tryswg.com
It''s "Not that bad"

As a social player, my preferred method of gaining items is via building relationships with well known and respected (or hated) merchants. Looting a boss mob is cool when it's that 'special' prize you're after, but mass 'kill loot repeat' is definitely out for me.

My M.O. for MMOs is community focussed. Why play an MMO if you're not going to interact with and depend on other people? This isn't Quake (though sadly, the developers seem to think it is).

*I'm Bob Blawblaw, and I approve of this message*

ArcAngel3  9/11/08 11:57:42 PM

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Elite Member

Joined: 9/25/06
Posts: 1652

Your current players are your foundation for future success.

Originally posted by Bob_Blawblaw

As a social player, my preferred method of gaining items is via building relationships with well known and respected (or hated) merchants. Looting a boss mob is cool when it's that 'special' prize you're after, but mass 'kill loot repeat' is definitely out for me.

My M.O. for MMOs is community focussed. Why play an MMO if you're not going to interact with and depend on other people? This isn't Quake (though sadly, the developers seem to think it is).


 

I have the same play-style as you.  I was curious to see what others' preferences are, and I can see that so far all 30 votes are for either a combination of crafting and looting or just crafting alone as part of an ingame economy.

Everyone seems to like getting items ingame, with no RMT, and with no gambling with real money for a chance at virtual items.  People also seem to favour player interaction around ingame items. 

I think it's important to point out that a combination of looting and crafting has to be done well.  In SWG there's been a history of these two systems competing with one another.  In other games, they work well together, and the systems are designed very differently.

As I look at these results I also have to wonder where the idea for RMT loot or gambling with real money for a chance at ingame loot came from?  I mean were players asking for this, or was this some corporate executive's idea about how to get more cash from players?  For example, were players in SWG asking for a chance to pay real cash for a 3/100 chance to get a new speeder?  Those are the odds of getting a loot card in the new TCG according to one current player.

 
DeaconX  9/12/08 12:01:21 AM

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Advanced Member

Joined: 2/08/05
Posts: 1514

Stand up for what you believe; Even if you stand alone.

I chose LOOTING ONLY because it's my fave method, however I like the option for crafted stuff so long as the prices are fair.  I think crafting is a very delicate thing in MMORPG's and if it isn't handled well, it's no fun for anyone.  But I ALWAYS love when something drops off an enemy I just defeated which is a great upgrade.

ArcAngel3  9/12/08 12:31:51 AM

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Elite Member

Joined: 9/25/06
Posts: 1652

Your current players are your foundation for future success.

Originally posted by DeaconX

I chose LOOTING ONLY because it's my fave method, however I like the option for crafted stuff so long as the prices are fair.  I think crafting is a very delicate thing in MMORPG's and if it isn't handled well, it's no fun for anyone.  But I ALWAYS love when something drops off an enemy I just defeated which is a great upgrade.


 

I like when I get a cool loot drop myself, but also like crafting things and buying selling with other players.  The game I play atm has both, and the devs are very involved in preventing inflation and keeping prices good for both buyers and sellers.   They tinker with the game mechanics to keep the economy functional, kind of like good government in rl.  If there's crafting, buying and selling in a game, and the system clearly is not working, it's the result of a dev team that doesn't know how to keep an ingame economy working properly.

 
DeaconX  9/12/08 12:35:32 AM

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Advanced Member

Joined: 2/08/05
Posts: 1514

Stand up for what you believe; Even if you stand alone.

Originally posted by ArcAngel3
Originally posted by DeaconX

I chose LOOTING ONLY because it's my fave method, however I like the option for crafted stuff so long as the prices are fair.  I think crafting is a very delicate thing in MMORPG's and if it isn't handled well, it's no fun for anyone.  But I ALWAYS love when something drops off