LadyGoo wrote:1. Reading through the breath of air announcement topic since erkzah's posts were quite interesting and entertaining lately. So was wondering what ha has to say about things. + I have been writing in the thread a couple of posts before him.
It's Ekzarh.
I've quickly went through the whole topic since I'm bad at reading over 10 paged attentively.
Regarding stat-cap and competitivenes and noobs vs factions
I do generally agree that equalizing the hardcore players and casuals is not possible. Let's take chess - players have equal everything, but casual would be devastated by master.
On the other hand - let's try to think psychologically. And let's try to look at it from several perspectives - hardcore players, mid-range players, casual experienced players, new ones.
Hardcore players need challenge. They need a ways to evolve, build up their powers and dominate. So stat cap bothers them. Although it is normal practive for over 80% of MMO
New players want to be safe until the know the game at least. They are more involved in 'scare away with perma death and first time being raided thingy'. I doubt they do really bother with statcap.
Everything in between is a tricky one. The thought and feeling (I mean it - not the 'fact', but 'feeling') that they are able to close the gap between them and top tier players. This warms their souls and keeps them motivated. Here stat cap plays well. They think: "Oh, the biggest stats I can meet would be the same as mine/a bit bigger than mine. So I can win!".
So the game developer (if he wants to be successful) has to maximize the satisfaction level of all kinds of players - give a new peak to reach for hardcore ones, give a feeling of being competitive to mid-level, give a bit of safety to newbies. Statcap fails to do that. Maybe exponential curve of effort vs reward could do. I'll explain if asked.
Regarding not occuring PVP
Here I can't put myself in everyone's shoes. To me the one and only meaning of months-long character building is using him for PVP.
I'm looking forward to try new siege system and see if it is possible to siege a bwalled casualwille with 2 crazy players
IMO - low population works as a demotivating factor too - it is easier to find yourself a node or to trade any resource you need than figting over a node. I dunno how to do it but having resources dynamically balanced with population could change that.
Regarding J&L responding to players
This is probably not a responce to your post but something J&L should know of.
There is a '80/20" rule in bizdev. 'Saying 20% of people do 80% of the talk'. As a result sometimes when you satisfy these 20%, 80% are silently dissatisfied and just leave.
The morale is - while user's' feedback has to be listened, numbers, analytics and statistics have more weight. Solution like statcap add or remove should preceed with the following DB queries.
"What % of players reached 300 stat"
"How fast did they reach that'
"What was their playtime before and after reaching the cap"
"What % of paying audience are 300 and what % is not"
"The reasons of death for 300 and non-300 chars - PVP, water, mobs"
And more.
Meanwhile 1 angry shittalker can make a big population decrease, so audience still has to be managed.
Regarding carebears and open cities
I'd be happy to know more details.
Making a player more valuable than his belongings is a good thing.
But there will always be dedicated raiders - who are ready to pay even with real $$ just to bring some pain and sorrow to the world.
Giving some economical motivation to fight them may be good
To make things fair - it has to be rewarding to fight with equal opponent.
And at the same time it is good when fighting much weaker one is economically negative for the attacker.
I'm running out of time. Write me If I've missed something interesting to discuss