like ya pay 1 usd and gets 1 exp modifier on your acc (could be a itam to trade) like ya already paid 10 bucks and pay one more then ya have 11exp mod. Also exp coud be the base coin like ya can store exp and distribut as ya like (HnH) and perhaps pay ppl with it. Ya coul store exp by gathering, crafting and killing. Also 10% exp loss when dead goes to the killer on pvp, with unlimited progression like Tibia or HnH. That could be the source of cash
actually it isnt that unfair advantage cuz ya can trade tickets on players shit. Like ya, in the start perhaps, when theres lil bitches running around, but as the game goes more and more ppl would be willing to avoid allocating exp off their main job, so if a rich warrior wants a armor and have lil exp on his EXP bar he will just buy some 1usd tickets and trade for it. Also, there could be a Luck stat that modifies dmg dealing and intake, also gathering and crafting quality, but very very little so it better to invest everything in just one char to avoid boting and alting like HnH, cuz bots and alts would have no Luck start thus-for have less incentive to produce shit that quality is important, perhaps ppl will still use bots and alts but for mundane tasks like moving shit around.
That works ofc EXP unallocated being able to trade with players, so the exp Bill Gates ppl gets with their high modifier wont stay on their char necessarily since specialization is much better for high Q shit and thus trading it for consumables (food, drink, runes, potions, scrolls, equips wtvs...) is possible on daily basis.
Also the bitch that start from scratch later in the game can acquire some tickets trading his shit, specially if he belongs to a guild that can already provide high Q tools to affect the outcome of his craft/gathering, even so ima sure from HnH that some builds or other could go by quantity (like lots of bricks or straws) rather than quality.
Btw, regarding boss monsters ya could have like when a hundred lil simple deers are killed a boss level 1 is spawned and when 100 of those are killed the level 2 spawns and so on and so forth
EvE online works well with ppl paying for stuff and its ran by a real economist on that mater. Also, that kind of game needs resources else ppl will claim every bit of land available, stuff like multi-serve enormous world with thousansd of players in ONE server. Thats my opinion that normal ppl could invest like 10 bucks a week satisfactory and compete with every1, since ima well aware that the progression is exponential on input but linear on output aka the needed investing exp to acquire the next point in given skill i.e. doubles every level, so in the end ppl will start investing in many skills both crft/gathering and fighting cuz its quite pointless payoff wise to invest just too much in one shit, so as the server goes by ppl will be balanced with each other.
Ofc to exp tickets to works EXP really should be the currency like to craft shit ya use undistributed exp, can trade exp, perhaps ya could dismantle crafted items looted on pvp or too old (quality) so ya could lets say have half the needed exp. Also, when gathering the final quality could yield exp accordingly and that final Q could be influenced by your tools Q and skills and so on...
Well, ima asking for tickets cuz ima a financial investor and would liek to play but i ahve not the time, only like 2 hours a day at best, so i mostly like would pour 10k usd at start and be a soloer whatever i find funnier, but wouldnt like to be behind the most ppl;
ima not mashing shit up as ya state, in EvE theres many systems unlike the actual rough Dwell, and their seemly pay 2 win isnt imbalanced cuz as ya stated theres very lil ppl willing to dump loads of bucks in pixels. I usggest something that is well acquainted with the simplicity of Dwell, but let me tell why:
+ that kind of game created a incentive to ppl to cheat alting and boting or wtvs alike
+ if it resembles HnH theres no point in artificial currency
+ in the end everything will be more or less balanced with very few points out of the curve
+ the game only works with loads of lands, theres no point in enforcing everyone to commute together
+ devs are the so called Indie and need cash and stuff for sekf and game issues
well tired to go on on that so lemme say, I stoped solo-playing HnH back in 2009 (BIOHAZARD) when ppl started cheatin adn all, the game seems to be the core for many out there in development including Dwell, thats where I heard of it. But if Dwell keep such low specifications such as HnH it will turn itself into it, low pop and good concept but more like to be the game that ppl will talk about being their inspiration. Albion Online is out there already and portability is more to my taste since Ipad is a nicety. But ima quite losing faith in that for they abolished the use of gold to acquire shit in game, which in my case provide fair competition with free-timers.
I played Tibia in 2002 when i was 17 and loved the game and much nicier than stupid 3d big corp games. This one kind reminds me what it could be if they were more ambitious, ya Tibia haz a revenue of 1mil/year or so i heard and many nice things, but utterly out-dated in virtually all aspects despite having about 80k players on high times. recentrly they started allowing ppl to trade real money for ingame ones by the means of selling premium scrolls.
Well for what i saw Dwell wont work with such artificial stuff and to put loads of modifiers on exp intake on ONE char solve many probs like multi acc alting and all, they can acquire that in game easly by trading with ppl.
Btw good luck to the game
the whole point is that everyone will have it, on1 can ever be self sufficient and be efficient, isntead of stocking pointless gold ppl mostly will trade their stuff for exp modifiers. Perhaps at start the prices will be quite unbalanced but as inflation punches by, ppl that specialized in, i.e. lets say, potion making, will ask more tickets for a given product of higher quality that gives a better edge as a last resort in life or death, so more tickets will be assigned to non-payers but redistributed to those that invest time and effort in a given job. Moreover the relative usage of tickets varies. Ppl that on a whole year paid 1000 tickets wont have many reasons to keep on pumping more money but will devote themselves to acquire them in game trading their highly specialized goodies for new comers that desire a nice starting and so the cicle goes on. Ppl that dont wanna invest anything or very little too can compete, for devs could balance shit like to acquire the next quality point ya need exponentially more resources, i.e. to have a quality 50 armor ya need x that gives y bonus, so ya invested x time/effort/resources and it gives y bonuses; but to have a 51 quality that gives y+y/50 bonuses ya dont need only x+x/50 time/effort/resources but lets say x+2x. To summarized the example i gave the bonus of that armor is 1 for each quality point, its linear, but x+2x means ya need double of the whole time/effort/resources ya needed to make that q50 armor to make the next better one, thats exponential shit. Well it is to be balanced by the devs for sure, but my point is that as the game goes on to make shit better is much difficult so that balance old or payers with new or effortiers players, the bonuses they will get will not be much unbalanced. That is to explain that in the end exp modifiers will not be much a issues since the outcome is just linear and a quality 50 mov speed isnt much better than a 30 one or so i think.
so thats an idea a put on Dwell forums, I personally stopped playing HnH long ago since the current state of the game justifies alts and bots, but i would like to play it fair and square when its comercially released