Pay to play with infinite free trial account would be how most games name it.loftar wrote:Technically speaking, you don't win for paying. In particular, you don't win more by paying more. If anything, you don't win if you don't pay, but that's a different thing.
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Sevenless
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Re: Game Development: Prelude
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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IngloriouslyBad
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Re: Game Development: Prelude
But infact you do win more by paying more. If what I'm seeing is correct, you now have a higher skill cap by paying monthly. Previously I just made new accounts after they expired of free time. Now I'm paid up for 15$ to verified account status, and I will still be behind and below everyone else who decides to pay monthly, etc... Yeah......loftar wrote:Technically speaking, you don't win for paying. In particular, you don't win more by paying more. If anything, you don't win if you don't pay, but that's a different thing.
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Shrapnelx
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Re: Game Development: Prelude
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.loftar wrote:IngloriouslyBad wrote:pay to winloftar wrote:Technically speaking, you don't win for paying. In particular, you don't win more by paying more. If anything, you don't win if you don't pay, but that's a different thing.
Hence why we refer to it as Pay2Win, because you cant reach your maximum potential unless you pay.
Now, im not against payment, like ive said in previous posts, im willing to pay to play this game, but the paywall should NEVER effect the gameplay..
Just look at this thread Jorbtar, the system isnt even in place yet and almost everyone hates it, there has been hundreds of posts made about alternate payment models.
Yet you choose one that hurts the gameplay.
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loftar
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Re: Game Development: Prelude
IngloriouslyBad wrote:But infact you do win more by paying more. If what I'm seeing is correct, you now have a higher skill cap by paying monthly. Previously I just made new accounts after they expired of free time. Now I'm paid up for 15$ to verified account status, and I will still be behind and below everyone else who decides to pay monthly, etc... Yeah......
QFT.Sevenless wrote:Pay to play with infinite free trial account would be how most games name it.
Also, just for the record:
You don't need to have 51 in any attribute in Haven to unlock to capabilities, though.Shrapnelx wrote:Wurm Online is the first that comes to mind, very frustrating to know that Lv21 is required to get anything important done
Wurm Unlimited is a single-player version of the game, though, so that seems like quite a different thing.Shrapnelx wrote:and they did that forever until they finally switched to 1-time payment with Wurm Unlimited.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Game Development: Prelude
Arguably, though, the current system is far worse in that respect. You are surely never ever going to catch up with a subbed player with a paltry 7 or 14 hours per week.Shrapnelx wrote:Now, im not against payment, like ive said in previous posts, im willing to pay to play this game, but the paywall should NEVER effect the gameplay..
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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IngloriouslyBad
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Re: Game Development: Prelude
So, now you're calling my account paltry? What the hell? As a new patron I'm seriously saying, "wtf" to that.
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loftar
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Re: Game Development: Prelude
It was an rhetorical comparison to the subbed player who may in some cases very well be playing 10 times as much, not an absolute statement.IngloriouslyBad wrote:So, now you're calling my account paltry? What the hell? As a new patron I'm seriously saying, "wtf" to that.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Shrapnelx
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Re: Game Development: Prelude
Touche, But like i said, there have been hundreds of posts made about alternative payments, in fact there is an entire brainstorm thread created right after this update dedicated to replacing the one you have just proposed.loftar wrote:Arguably, though, the current system is far worse in that respect. You are surely never ever going to catch up with a subbed player with a paltry 7 or 14 hours per week.Shrapnelx wrote:Now, im not against payment, like ive said in previous posts, im willing to pay to play this game, but the paywall should NEVER effect the gameplay..
Wurm Unlimited is a Single+Multiplayer game, they basically gave up on WOnline and handed the power to players, there are now player-owned servers that have more active players than Wurm Online itself.loftar wrote:Also, just for the record:You don't need to have 51 in any attribute in Haven to unlock to capabilities, though.Shrapnelx wrote:Wurm Online is the first that comes to mind, very frustrating to know that Lv21 is required to get anything important done
Wurm Unlimited is a single-player version of the game, though, so that seems like quite a different thing.Shrapnelx wrote:and they did that forever until they finally switched to 1-time payment with Wurm Unlimited.
Im not saying thats what should happen here, god no.. i was using that as example of what long-term Level Cap does to a game.
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loftar
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Re: Game Development: Prelude
I do agree that it is probably more productive to take this whole discussion to that thread instead, and keep this one clear for other topics regarding the reset.Shrapnelx wrote:in fact there is an entire brainstorm thread created right after this update dedicated to replacing the one you have just proposed.
Mind you that the OP does state that the Level Cap (for subbed accounts) is mostly an experiment, and I don't expect that it shall last. Of course, if it turns out to be the change that brings the player count to 10,000, I will probably be very hesitant to remove it, but I doubt it is.Shrapnelx wrote:i was using that as example of what long-term Level Cap does to a game.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Shrapnelx
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Re: Game Development: Prelude
Right on, Lets go to the brainstorm thread and hash things out.loftar wrote:I do agree that it is probably more productive to take this whole discussion to that thread instead, and keep this one clear for other topics regarding the reset.Shrapnelx wrote:in fact there is an entire brainstorm thread created right after this update dedicated to replacing the one you have just proposed.