Why w11 is bad

General discussion and socializing.

Re: Why w11 is bad

Postby boreial » Sun Jun 30, 2019 11:29 pm

Actually, there is a purchase history in your accounts tab, and just on my main account I have made purchases totaling $1602.50 between September 1, 2015 and June 22, 2019. $410.00 of that is annual subscriptions, the rest .... well I'm sure you get the picture. The Dev's make money this way, and if they want to screw with that system, that is their choice. I for one wouldn't recommend screwing with the cash flow.
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Re: Why w11 is bad

Postby Kaios » Sun Jun 30, 2019 11:48 pm

Oh that's cool I didn't know that existed now, looks like I've spent $716.50 which has been some tokens but mostly hats and sub time and a few sketch book pages. It's not really surprising that some players would spend that much though after all the product being sold is essentially a pay to win advantage. I don't like that but if the devs want to make their money that way there isn't much I can do about it.

MagicManICT wrote:
Kaios wrote:You obviously just want to be able to sell them and don't actually care for the aesthetic change at all.

Does that matter a single bit? That a person can sell them and is allowed to trade them to others simply means that someone is willing to invest in the game. If the seller can keep moving items to those that can't afford to (or choose not to) pay the cash price, then the game benefits for it... or at least the developer's pocket book does.


It matters considering the nature of the game, permadeath and raiding are significant factors to consider that other games don't normally have to worry about and when you can store up a large amount of wealth that is transferable through worlds it does indeed provide someone with a significant advantage over other players from the very beginning. You don't have to agree with that but it's how I feel about tokens and hats are a lesser form of that but still contribute. Why in this game would you even give players the chance to lose something that is the product of spending real money or equates to a real money value? Or give someone the opportunity to demand those things from another player? It adds an entire dynamic to the game that is unnecessary and I think better methods of revenue can be devised that don't impact the game in such a significant way.
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Re: Why w11 is bad

Postby MagicManICT » Sun Jun 30, 2019 11:53 pm

Kaios wrote:when you can store up a large amount of wealth that is transferable through worlds it does indeed provide someone with a significant advantage over other players from the very beginning.

This is one thing that I think should be addressed. Simply stopping players from trading hats/cosmetics won't fix it. It just creates a black market. Sub tokens could be changed in meaningful ways, but I'm afraid it'd just go to the same black market. Short of actual legal action against accounts, how do you stop people from trading such things?
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Re: Why w11 is bad

Postby Kaios » Mon Jul 01, 2019 12:23 am

MagicManICT wrote:This is one thing that I think should be addressed. Simply stopping players from trading hats/cosmetics won't fix it. It just creates a black market. Sub tokens could be changed in meaningful ways, but I'm afraid it'd just go to the same black market. Short of actual legal action against accounts, how do you stop people from trading such things?


You can't stop RMT, even now with tokens it still happens anyways. For example and I mean no offense to the guy because he's a reliable and trustworthy trader but the first thing Henry Morgan asks you when you want to trade tokens with him is if you'd prefer to pay straight up cash instead for access to better quality goods and "bonuses." It's honestly off-putting when someone asks a question like that because if I say I'm going to pay tokens then I want to pay in tokens. If I say I'm going to pay in pearls then I want to pay pearls, I don't believe most players come in to the game with the intention to buy their way to the top but that's exactly what they have to do when all of trade forces it on them.

So you don't stop people from trading those things I guess but you mitigate their ability to grow in value by reducing the trade capability as much as possible. This could be done in several ways but one example that I mentioned earlier would be to limit hats and tokens to "trade" by gifting only, so you gift the items via the store to a player's account and they become attached to that account so no further trade with those items can progress at that point.
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Re: Why w11 is bad

Postby Ants » Mon Jul 01, 2019 1:34 am

Kaios wrote:
MagicManICT wrote:This is one thing that I think should be addressed. Simply stopping players from trading hats/cosmetics won't fix it. It just creates a black market. Sub tokens could be changed in meaningful ways, but I'm afraid it'd just go to the same black market. Short of actual legal action against accounts, how do you stop people from trading such things?


You can't stop RMT, even now with tokens it still happens anyways. For example and I mean no offense to the guy because he's a reliable and trustworthy trader but the first thing Henry Morgan asks you when you want to trade tokens with him is if you'd prefer to pay straight up cash instead for access to better quality goods and "bonuses." It's honestly off-putting when someone asks a question like that because if I say I'm going to pay tokens then I want to pay in tokens. If I say I'm going to pay in pearls then I want to pay pearls, I don't believe most players come in to the game with the intention to buy their way to the top but that's exactly what they have to do when all of trade forces it on them.

So you don't stop people from trading those things I guess but you mitigate their ability to grow in value by reducing the trade capability as much as possible. This could be done in several ways but one example that I mentioned earlier would be to limit hats and tokens to "trade" by gifting only, so you gift the items via the store to a player's account and they become attached to that account so no further trade with those items can progress at that point.

You don't have to buy your way to the top though. You can trade free items. Maybe jorb should add more items that can't be botted and are worth trading for, but it's definitely not impossible to make some profit without paying real money.

Your suggestion would make hat collecting impossible and buying tokens pointless. Jorb's wallet would take a big hit and the playerbase would be pissed because hat trading is fun. -1

Kaios wrote:
You’re just a petty cunt though no better than the ladygoos, svetas and orcas of this game that all have something stuck far up your pretentious asses.

I'm curious. What's your beef with ladygoo, sveta and orca?

dafels wrote:
Same, actually most of my legacy playtime was just on weekends and I could still stay competitive.

Huh. What changed since legacy? Stats were also infinite back then.
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Re: Why w11 is bad

Postby loleznub » Mon Jul 01, 2019 2:58 am

Kaios wrote:For example and I mean no offense to the guy because he's a reliable and trustworthy trader but the first thing Henry Morgan asks you when you want to trade tokens with him is if you'd prefer to pay straight up cash instead for access to better quality goods and "bonuses."


I've never had this issue from him before which leads me to believe you've done RMT previously. In fact, in all my years playing, I've never once been asked to pay cash by any trader. I highly doubt any trader worth their reputation would randomly ask people, especially those who peruse the forums consistently if they would rather pay cash instead out of the blue.


Ants wrote:Huh. What changed since legacy? Stats were also infinite back then.


I think it was much more difficult to grind in legacy haven. There wasn't metal spiraling, no mulch, no dig deeper, no regional resources, etc. All of these newer additions make the game "easier" to grind in, in the sense there are new and more "efficient" ways to level stuff up.

In legacy really the only "endgame" food was based on your cow quality for milk. You couldn't really get tree's to the absurd qualities as most water nodes maxed out at like 100 or so, same with soil, clay etc.

Think of it as "power creep"
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Re: Why w11 is bad

Postby Kaios » Mon Jul 01, 2019 3:22 am

loleznub wrote:
Kaios wrote:For example and I mean no offense to the guy because he's a reliable and trustworthy trader but the first thing Henry Morgan asks you when you want to trade tokens with him is if you'd prefer to pay straight up cash instead for access to better quality goods and "bonuses."


I've never had this issue from him before which leads me to believe you've done RMT previously. In fact, in all my years playing, I've never once been asked to pay cash by any trader. I highly doubt any trader worth their reputation would randomly ask people, especially those who peruse the forums consistently if they would rather pay cash instead out of the blue.


Lol what a dumb thing to say I have no reason to make something like that up I looked at his thread and offered him 9 tokens for some things so maybe because I was using so many tokens is why he asked if I wanted to use paysend or moneygram instead neither of which I’ve ever used before anyways I only have a paypal but I have no interest in that and he did the trade fine for the tokens I never said he forced me in to paying anything I already said plenty of times before I’ve used tokens to buy things and it’s not often but that also might be the bulk of any trading I do in a world and the rest of the time I rely on what I or my village can produce. And I actually gave him 3 extra tokens just for making the trip. I’m not made of money dude but I do try to support the devs when I think they deserve it. Maybe you just live in a poor country so he knows not to ask you but I guarantee other traders happily take money, whether or not they are as direct about it I don’t know.

How much have you supported the devs eh buddy?
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Re: Why w11 is bad

Postby cantalyssa » Mon Jul 01, 2019 3:59 am

Jesus I guess I hit the nail right there on the head.

It's not every day you get to see a 139-word long sentence scrambled together :lol: :lol: :lol:

Not sure when this turned into a dick measuring contest about being poor or not, but generally those that call other people out for being poor or living in a "poor country" are the ones living in said situation. I'm more than happy to post my transaction history for both of my accounts, assuming you do yours first.

This is my other account btw
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Re: Why w11 is bad

Postby MagicManICT » Mon Jul 01, 2019 4:52 am

Ants wrote:Huh. What changed since legacy? Stats were also infinite back then.

loleznub wrote:In legacy really the only "endgame" food was based on your cow quality for milk. You couldn't really get tree's to the absurd qualities as most water nodes maxed out at like 100 or so, same with soil, clay etc.

Cheese wasn't the only thing to eat at those levels, but it was the primary thing. Without the hunger (since w8) and satiation (w10, iirc), you could do some "light" time during the week prepping food, and then consume it all in about 20 minutes in at a bonfire feast that gave 20-30% FEP increase, 10% hunger with the right symbel. Add in easier pepper production (and significantly higher qualities), and knocking out 5k* in a stat took about 3-4 months from world start. It was, of course, easier later in a world. Also, hunger didn't matter one bit. Overate? Just hand plow a tile and drink a lot of water, and then eat some more.

*This was a "key value" in world 3 because it was the target number for the amount of strength it took to bash a brick wall with a sledgehammer.
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Re: Why w11 is bad

Postby bmjclark » Mon Jul 01, 2019 5:42 am

Ants wrote:Huh. What changed since legacy? Stats were also infinite back then.


Combat was different. In legacy if you had 200 base strength vs someone with 400 const, if you broke their defense and chopped them with a b12, they were dead. Period. The top players metal was at most around 20-40 higher than the more casual bunch because not every single thing in the game could be spiraled to death so your weapons as an average fighter werent dog shit compared to the no lifers.

Im honestly pretty sure if i logged into the game right now and cleaved the top stated player in hafen that it would take me 15-20+ cleaves to kill him and he'd 1 cleave me from like 40-50%. It's worth noting that while im casual by the big factions standards, im probably still in the top 20% of player stats on the server. It kind of says a lot about how little of a chance most people have.
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