Edit: Horribly failed to clarify what this was. It is ideas for what a sub or lack of sub could do to differentiate between paying and non paying customers.


If I may suggest, maybe use some function (most basic one - linear - might be enough) between stats and growth %., for a smoother progression feeling rather than levels.lachlaan wrote: 0-80 100% growth rate for all.
80-150 70% growth rate for free, 100% for verified and subs
150-FOREVERRRR 30% growth rate for free accounts, 60% for verified and 100% for subs.

This isn't a jab at you, stya, but something I think needs to get out there, or in the very least, reiterated.stya wrote: What about limiting play time for sub accounts instead.
Smell of ArroganceI do see what you want to say, while my proposition isn't perfect, cap system has huge flaws. We will see sub-only villages, alt factories using heavy botting for pvp use. It will be much harder for free/verif players to hunt, mine, do everything. Also time is tied to potency somehow, time brings potency, reducing time reduces potency.Vaku wrote: things

I think this above segment is a guiding principle that gets skimmed over when understanding the announced changes.jorb wrote:It has since occurred to us, however, that the most important resource a player has at his disposal is his own time and effort spent in the game -- power -- for which reason we now instead feel that we do not want to limit time spent in the game. Character ability in game is, arguably, much less important, as most qualitative goals in the game can be reached with very low stats, and this model also allows a new player unlimited time in the game to derp around and decide whether it's fun or not, hang out with friends, try it out indefinitely, or simply skip subscribing a month, but still play, if money is tight, or whatever.
Smell of Arrogance