LadyGoo wrote:I am pointing out that there won't be that many people willing to play to actually see the outcomes of the decision. We cannot see any reliable information on pvp right now, bc noone is doing it. Or politics. Not enough people.
Possibly because some faction(s) slaughtered them all into ragequits just for the lulz?
loftar wrote:DPblH wrote:Was it a bug witch copper this world? Why it was more rare then gold? Would it be fixed in any way next world?
I don't know, tbh. In the debug data I've been looking at, it isn't even that rare. I have yet to investigate closer, but will obviously have to do so.
If you have the option to visualize distribution: it may just cluster somewhere.
Like current distribution of wealth in real life: average looks great, but median sucks completely.
Mining should get a change IMHO: smaller veins and ores (especially lower yield ones) should fall back to nuggets or specles instead of giving smelters full of gneiss. Also some mechanic is needed to break cave tiles that are to hard (like heating them with a fire and the cooling them with a bucket of water to crack them), it is no fun to drop a minehole just to find out that you need to eat another 50 bears and somehow obtain a q100 pick, thanes, cape and talisman to be able to mine there. Also it should be impossible to (with mentioned gear and enough bears eaten) fill your inventory with water and bangers and then walk through the void in level 5 for a supergrid, leaving a tunnel.
Shrapnelx wrote:Technicalities are just a facade, but when it comes down to it, a free to play player who has played for a year versus a verified/subscribed player who has played just as long, sub will always have higher stats.
Hence why we refer to it as Pay2Win, because you cant reach your maximum potential unless you pay.
Nope, since stats and attributes are a function of how much food and curios you stuff into the toon, and that (in the current model) has nothing to do with subscription or not. Might be a different thing if you view it that you have to produce the stuff yourself as a hermit, but your statement is false for a character inside a functioning village.
Potjeh wrote:Also, how about making the stat caps different for different stats depending on a new form of personal beliefs? Nature/Industry moving points between farming/dex and smithing/strenght, etc. I think capping q rather than farming/smelting output wouldn't be as restrictive and force people to make nature/industry alts.
Please not. In case we have to decide between this and that with a character we're back to alts.
springyb wrote:Limiting characters per account based on pay might also be something to consider as well.
This would only work in case there is a limit on accounts - which currently, since you can create freemail boxes by the dozend, isn't.
About caps:
For a perpetual world to work we need limits to how high numbers (stuff quality, stats, attributes) can grow, so I'm fine with experiments on caps.
One way to limit endless growth could be that you can't eat your attributes higher than the quality (times a multiplier, which should be a low single-digit) of the food you eat. And in case you eat lower quality (or don't gain certain attributes for a while) they could even shrink back over time. For this food (basically the crops) quality should be tied into the resource qualities, so q1k carrots can't happen anymore. q300+ bears should not exist, and high quality ones should be way harder to kill than default ones (with a way to find out before initiating combat, preferably without the need for sacrificial alts).
Abilities could have an upkeep cost associated with them, so they can't get out of hand (like commodos botted char from w7 did), thus would also auto-cap, but please in a way that pure UA/MC builds are not cheaper than balanced ones.
About payment and pay2play:
Please fix the problem that you only support PayPal(sucks.com), since that dosn't work for everyone.
I think your current offer was extremely generous toward freeloaders, and any of them who complain about that not being enough deserve to not get anything free at all. I propose a system that you sell subscription with the current rates, starting with the 3 month package (removing the 1-month one), rename the gametime token to subscription token and price it 10€. Then introduce a real gametime tokens (in various sizes) that boil down to something around 0.1€ per online hour. Do away with weekly refills, keep the free 48h to a new account (should be enough to try the game) but hardcap everything it touches to its skills. Scan for bots, nuke them and their villages till they glow and then shoot them in the dark.