Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby springyb » Thu Feb 04, 2016 1:32 am

loftar wrote:
Shrapnelx wrote:You should have come to your playerbase and talked with us before you decided on level caps.. You should seriously reconsider that route.

We're still very actively listening to input on that.


Did you guys consider capping total LP instead of skill level? It might allow more flexibility for building characters and be less limiting. (having ones with 100 in one or two skills rather than 50 everything)

Limiting characters per account based on pay might also be something to consider as well.
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 1:34 am

springyb wrote:Did you guys consider capping total LP instead of skill level? It might allow more flexibility for building characters and be less limiting. (having ones with 100 in one or two skills rather than 50 everything)

It is an idea, but it seems to make it less clear what should happen when the subscription on an account expires.
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Re: Game Development: Prelude

Postby passwort » Thu Feb 04, 2016 1:34 am

"Because the current glitter sell virtually nothing at all, and neither did it sell more for the free Christmas-weeks. From what I've seen so far, I believe we could just as well go with donations as with such a model."

I wonder how arenanet made this system work in guildwars 2 if its total bullocks, I'd rather spend 20-30$ for some permanent items ingame(and i may not be the only one) than for 30 days of joy and full level content and being forced to pay the upkeep for the rest of the world-lifespan to keep my stats
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:34 am

springyb wrote:Limiting characters per account based on pay might also be something to consider as well.


This this this this this this this
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Re: Game Development: Prelude

Postby simimi » Thu Feb 04, 2016 1:35 am

venatorvenator wrote:
loftar wrote:Worlds 3-7 were all far smaller than the current one. I imagine the new one to be something similar to them, rather.

Sure, but why does that mean w9 also has to be like them?
Didn't you read all those threads the players made of caravans and expeditions throughout the map? You're eliminating one interesting playstyle, and for what, exactly?

You can always enlarge the map if it apears it is to small, but you cant the other way, so why not try it ?
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 1:35 am

passwort wrote:I wonder how arenanet made this system work in guildwars 2 if its total bullocks

If you know, please pray tell. :)
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:35 am

passwort wrote:"Because the current glitter sell virtually nothing at all, and neither did it sell more for the free Christmas-weeks. From what I've seen so far, I believe we could just as well go with donations as with such a model."

I wonder how arenanet made this system work in guildwars 2 if its total bullocks, I'd rather spend 20-30$ for some permanent items ingame(and i may not be the only one) than for 30 days of joy and full level content and being forced to pay the upkeep for the rest of the world-lifespan to keep my stats

Cant compare that kind of player base to this one.
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Re: Game Development: Prelude

Postby themommawolf » Thu Feb 04, 2016 1:35 am

As difficult as a restart is, for all, it may be what is needed.
Current map is too large, i have not seen anyone for weeks around me.
Pay options being changed, will either work or not, only way to find out is to experiment.

As an alpha game, we all know resets are always in order.
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Jorb, Loftar, do as you must, even if it means breaking hearts on valentines day
(maybe heart undies as a patch item, so we not all naked newborns)

Please, oh, please, will we get to keep our patch items from within our current hearthfires?

Adventure awaits
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Re: Game Development: Prelude

Postby xTrainx » Thu Feb 04, 2016 1:36 am

i seriously think level cap is a bad idea, alot of stuff in the game depends heavily on player stat, who soft cap it, so even with a level cap 200, it would limit alot of item in the world, not to mention, that pvp would be extrimely rare for high players, since you cannot make pvp alts and most likely only your main will be subbed and if that dies, you wont be able to keep up with quality production, as you will most likely have the same acc producing high quality stuff. Also the issue arise that you would only need to sub once you reach 125 in a stat, which only a big minority of the people ever reach, and even then they might just choose not to. At that point, that you only would need to pay once you reach 125 in a stat for a sub, it would be best to focus on accesory items (skins for faces, custom flooring in doors, custom textures) or donation, or even keeping the current payment system sounds like an idea. Honestly, the new payment model kinda feels like is not the real deal you want to introduce, but instead something worst that you really have planned, so when you introduce the new one you actually want it wont sounds so bad
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Re: Game Development: Prelude

Postby dafels » Thu Feb 04, 2016 1:36 am

yeah, stat cap is bad, just make that people have to pay for every char they make.
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