Ah yes, let's go with the absolute worst revenue model for a game first. Excellent idea.
The whole point is that if a game is successful there will be cash trading hands in RL some games allow this and profit and some prohibits it and let 3rd parties profit off the black market. My previous examples were EvE and Tibia, Diablo 3 used it but closed for some unknown reason, also theres Entropia Universe that allow ppl to profit real money off the game, ofc the more ya invest initially the easier ya can cash up later. But my point is true ppl will ever buy pixel legally or not.
So the core of the idea is that new players can pay cash to get an lp advantage to catch up with older players. On the flipside, you're hoping that even if older players buy them they won't see the same investment since input is exponential (which doesn't mean doubles). The cash items can be traded, stolen on kill, etc.
Not so sure if ya caught my example well, i just meant that older players invested more time than most so their stuff are well enough that ppl would trade their tickets for it. So even if ppl are not willing to buy tickets with RL cash the kind of time they put in game are enough to compete even with rich ppl that shortcut their way through. Btw doubles can mean exponential just by opposite of linearity, and that was just a example of how hard it might be to acquire some small bonuses, and that hardness might gets higher the more ya go up on quality. If ima not mistaken Tibia uses a very simple idea, more or less ya need double the previous required exp to achieve the next level, but every level only gives a constant bonus like 5 mana/hp per level something like that.
The point is that even if some1 stock loads of LP on a given skill the resulting item shouldnt offer much a difference cuz the requirement itself doubles or whatever the devs think wise.
Immediately I take issue with anything that turns new players into walking pinatas. Beat them until their cash falls out. New players have big enough targets drawn on them as is and the goal should be to decrease the incentive to murder them, not increase it.
First, i dont think any1 would be stupif enough to provide the community with their own modifiers information, also the dichotomy of new or older players is misinterpreted , i just gave a example of how it would be balanced in the end. Anyway i think that as ppl goes on stocking tickets on their account either by the means of Rl cash or trading for their goodies wont make much a edge on who ya wanna target. Ya thinking of the current state of the game with only 200 ppl or so, i think the devs would like it to be commercially available a be able to make a living off it also to attract many players. Its good the game took like 7 years? and will take more to balance the new version, but how can ya balance the game with such low population, perhaps what works for 200 ppl wont for 2000.
You're also operating under the assumption that new players will be the only ones buying and taking advantage of these benefits to catch up. More realistically, everyone will buy them at the start of the world as per status quo to "get ahead" of everyone else. After that players will maintain buying them to "stay ahead." So now there's a tax on playing and no gap was really closed for anyone.
Ya wrong on my assumptions, but not every1 will buy exp modifiers tickets or some ppl will buy a lot more than some and some ppl will just wanna enjoy the game on other ways. But well thats the ultimate goal, like Tibia after ya have a high level char ya make so much money on your hunts that theres no point in stocking it but buying many Premmium Scrolls, which helps new players finance their hunts early on and ppl that go rough and wont buy Premmy Scrolls to trade in-game for hunt supplies play as well, but perhaps most are not as efficient as some or have to put a deal more logistics or more time/effort, but they can compete well and in the end as the levels goes by even them will trade their gold for premmy with the newbies.
I missed that part at first. God no. Absolutely not. If your goal was to disincentivize botting, alts, etc. then this is a huge step in the wrong direction as you'd be able to feed your main lp. Alternatively, you could feed alts just enough to buy the necessary criminal skills to go vandalize or murder things for you so that you never have to put yourself at risk. Not that you already can't force-feed alts the necessary lp and stats to go commit crimes for you, but the systems in-place that allow this aren't going to survive to the next iteration of the game (See: hunger grinding, no hearth secrets) so we'll see how that goes.
Well in this i think ya are wrong, theres no point in wasting LP on alts since they cant compete in the end, they go murder things ya but they just go and wont be coming back to tell the tale since best invested main players will be there to stop the shit up. Whats good to put very miserable armor/weps and some LP on a alt just to vandalize shit and whats good to put nice armor/weps on alts if ya gonna lose it, assuming ya would ofc ppl would do that already, theres loads of ppl stocking LP on alts by the means of curios and put on land claims, but theyy could do as ya stated go vandalize, but if the current state there might be very lil difference between alt vandalizers and main warrior with exp modifiers tickets its like heaven and hell, the gape would be jsut to big to overcome by transfering some LP to alts. And btw the devs could just prohibit using multi-acc to begin with.