Rhiannon wrote:Let me illustrate further.
Typical Facebook games for example require as major components of success
Aggravate as many of your friends as possible to be your "neighbors" to recieve benefits, bonuses and group circle jerks for items..ect. Refusal to do so = severe lack of progress and even refusal by game to let you advance.
Use time delay actions to recieve game currency/points
replace real time actions with stated time delay actions to avoid bandwidith/server overload issues.
penalize real time actions to psudo force compliance with previous point by making said actions result in account/toon/avatar drain
and that's just a few, how exactly does this "new" gameplay style NOT move dramatically in that direction? And yes, I am seriously asking, both that and for your reasoning as to why you think your hivemind style and hermit/small collective style is so incompatible in a sandbox? I mean we, I, and all the hermits/small collectives I knew were never bothered by your type of play...so what did their type of play do to you guys that was so bad or hampered your playing?
While I disagree with her accusations, her description of the game as it now stands is the exact same as I have encountered.
World 4 was the most perfect game I had ever found (not completely perfect, but I digress), how is it that world 5 can be the exact opposite?
I don't give a shit about Grinders and Bots, they never bothered me, and I never cared about "keeping up with the neighbors" either. So "Learn by doing" was the perfect way to develop my character.
The absolute LAST thing I want to do is wait for timers to run down just so I can get the essential skills so I can DO the things I WANT to do. At least in World 4 I could actively WORK to accomplish the goals I set in-game. Crafting trinkets and toys or trekking across the world in search of high quality materials to use for said trinkets and toys or various otherwise "useless" items is NOT how I want to spend my time playing.