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2/11/13 8:59:36 AM#81
I think MMO's need to go back to the days of Twinking. When "soulbound" released it was a mechanism on FFAPVP loot servers to protect a few important items you had equipped from being dropped. Now it is used as a way to make you go get the loot yourself. I say go back to the early days of EQ around the time of Kunark. When the Fungi Tunic was the item to own, because you could use it on all your characters... there was very few soulbound items....no bind on equip.... As for items breaking over time... I say no. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/11/13 9:01:08 AM#82
Originally posted by TwoThreeFour My post wasn't to diminish their achievement, as it's a great one. We've seen the same awesome collaborative efforts in AC and EVE Online when the existing exchange system lacked features the players needed. It was to point out that they were doing so to compensate for a missing or inadequate feature of the game. The example is one of how lack of currency doesn't work.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/11/13 9:46:53 AM#83
Originally posted by Loktofeit
You're missing the point. Instead of having "gold" (or copper / silver / gold). You have no currency, so instead of using such a worthless currency that becomes inflated and essentially unvaluable at later date will be replaced by "Two wolf pelts for your sword!" "Three wolf pelts!". The orbs are pretty much a subtle hint from the developers "Don't have anything to bargain with, well, there are these orbs.."
Its not lack of a feature or that currencies aren't supported. What is a currency anyways? Mass produced item that has pretty much imaginary value: Why would gold coins from wolf pelts be any different? This time around, players themselves decide whats valuable and what's not. Ten times better system in comparison to flat out gold / money currency system. It suffers from no economical downfalls, and certainly won't reach recession at the end of the launch year.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/11/13 10:15:21 AM#84
Originally posted by Neherun I'm not missing any point. Yes, orbs are used here, escrow was used in EVE and motes/keys were used in AC. In both AC and EVE, game mechanics were built to support how the players were bartering and doing transactions. The players created those systems to compensate for lack of game support for what they wanted/needed to do. Maybe I'm mistaken here, so fill me in - are there mechanics designed to support player-designated currency in PoE? Not 'did players find a way to use orbs as currency' but 'are there mechanics designed to support player-designated currency in PoE'? If not, then 'no currency' wasn't a solution. It was a problem and the players found a solution, not to economy problems but to an absent feature problem. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/11/13 10:43:51 AM#85
MMOs are about fighting the bad guys. Sometimes alone, sometimes in groups of varying sizes, sometimes here and sometimes there...that's it Everything else... crafting, buying and selling, cooking, fishing, building and outfitting houses...those are just side activities that, at best, can support the "fighting the bad guys" part and at worst are just time-sinks to keep you from looking too closely at the defficiencies in the core gameplay. I consider crafting to be right up there with stamp collecting as a fun activity....hmm, I'm susrprised one of the WOW clones hasn't already required stamps as part of the in-game mail system...maybe the next clone... Item decay....no, thanks. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/11/13 10:47:46 AM#86
Originally posted by Iselin The EQ/WOW design is one way to build an MMO, not the only way. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/11/13 10:55:02 AM#87
Originally posted by Loktofeit Technically, you're correct. World of Ping-Pong is yeat another way...you could even craft your own decaying paddles. |
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2/11/13 11:03:07 AM#88
Originally posted by Neherun But there is a reason that a "money" economy took the place of a "barter" economy. for one, you have to actually find someone who thinks that what you are trading has any value to them. Secondly, the seller must hope that someone is willing to trade with him something he wants/needs. Money economies are faster than barter economies. Not only that but you take the uncertainty out of the equation. If I use x amount of materials to make an object I will want x, y and z in return for that item. But if no one has those items or they don't have enough then I need to wait until someone does. That will take time. in the meantime I am sitting on an object I created with the idea of selling it. If I can't sell it then I don't have incentive to make another one. |
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2/11/13 11:49:04 AM#89
Originally posted by Neherun One of the more interesting systems in this regard is AC. While there was a gold currency (called pyreals) and you could hold quite a few of them in insured cirtificates. it was not of much use.
The economy revolved around rare drops like motes and rarer tapers and item drops. Bartering system.
A currency that has not game function or very little (think Diablo 2) will end up with a barter system. |
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2/11/13 11:54:35 AM#90
I've been saying for years that if a developer isn't going to bother with a functional, challenging, but useful crafting system, then they shouldn't waste the resources on making a crafting system in the first place. If there aren't player dependencies, item decay, item loss, etc. then just don't make a crafting system. It's that simple. Make everying lootable and soulbound and put the money into other parts of the game to make them better. Stop making generic, unimportant game systems and just save the cash if you aren't going to bother making it an important part of the game. Enter a whole new realm of challenge and adventure. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/11/13 11:57:08 AM#91
Originally posted by Iselin You really don't know that MMOs outside of the EQ/WOW formula exist? Really? Here are a few.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/11/13 12:03:19 PM#92
Originally posted by zekeofev The best part of what played out in AC is that the developers created content to support the emergent currency and how players chose to trade in the game. One example is the golem hearts. Players were using various tiers of treasure chest keys as currency, so the devs added craftable key rings so that players could store larger quantities of them in less space in their inventory. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/11/13 12:04:38 PM#93
Originally posted by Quirhid The economy is the hidden backbone of a MMORPG. The economy is what keeps players interacting with other players. This "self-efficiency" trend is why modern MMOs feel so lifeless and stale. |
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2/11/13 12:20:14 PM#94
What a joke!! Half the time you hear people complaining..."we want a sandbox, we want a sandbox!! " Then those same people come back and say "crafting sucks, all I want to do is kill stuff and loot epic gear!! I seriously think MMO's have no future now. If I was a developer I would have no idea what game to make!! :( |
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2/11/13 12:29:16 PM#95
Originally posted by Boneserino Sometimes wanting is better than having. |
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2/11/13 12:31:54 PM#96
Originally posted by Boneserino And that is why we keep getting the formulaic games we keep getting. Stick to the tried and true and don't deviate much. This year and next year I think we'll see whether deviation works or not. I'd be ok with item loss, decay is just annoying. |
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2/11/13 12:33:01 PM#97
Originally posted by Boneserino Half the time you hear people complaining..."we want a sandbox, we want a sandbox!! "
Do tell. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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2/11/13 12:34:10 PM#98
Originally posted by bliss14 Honestly it's more: "OH WE WANT SOMETHING DIFFERENT!" then five months later it's "OH THIS IS TOO DIFFERENT! WHY ISN'T IT MORE LIKE THE GOOD OLD STUFF!" MAKE UP YOUR MIND ALREADY! |
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2/11/13 12:37:12 PM#99
Originally posted by Icewhite I don't think it's the EXACT same guys, but there definitely is a feeling of two things being said at the same time. There is asking for innovation, yet at the same time they also ask for a reskin of whatever game they feel is best, and the general group of people who ask for these things tend to be part of the same crowd, at least based on my observation. |
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2/11/13 12:49:45 PM#100
Originally posted by Yakkin the general group of people who ask for these things tend to be part of the same crowd, at least based on my observation. So...people whose motivations you believe you know. Easier to just ask 'em, rather than shout them down. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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