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Lorna Doone View Drop Down
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Joined: 22 Mar 2010
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Direct Link To This Post Posted: 22 Mar 2010 at 03:08
largely agreed with callus.

To be fair, i don't think "Illyriad Admin" (stormcrow?) really meant that there was NO difference between players who buy and spend prestige and players who don't, because that position would be ridiculous.  I think when he talks about balance he means between spend and non spend players? as in that they're different (they have to be in this kinda game) but theyre not completely out of wack.

speaking as someone who plays a lot of travian_  now that game was massively unbalanced in my opinion  becuase there were so few options to do things in the game.  So when you could buy extra attack it was blanket applied to everything in your game world coz there was nothing else to apply it to apart from a few balnket options.

you think that the instabuild option is unbalanced.  I think the current options for extra prod are unbalanced.  honored thinks the new military options are unbalanced.

being honest, any kind of spend to buy advantags is unbalanced when we look at it like this.  I just think this is game is less kookie than other games.

Someone said (can't be assed to look it up) that they would be happy to spend a monthly fee to play the game rather than this system of paid benefits - I wouldnt and i don't think most people would.  And I think the game would die quickly if it went that way coz lets be honest, this isn't a WOW boxed set game, it's a free-to-play browser game and i think you areall expecting too much!!

PS i'm very drunk now so please inore me if i'm talking sh*t


Edited by Lorna Doone - 22 Mar 2010 at 03:31
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HonoredMule View Drop Down
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Joined: 05 Mar 2010
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Direct Link To This Post Posted: 22 Mar 2010 at 04:28
This isn't WoW...it also doesn't cost nearly as much to develop nor operate as WoW.  A flat monthly cost for this would be a fraction of that for MMO's like WoW.  Nevertheless, I do realize that paid access will never work, not because of the value but the predisposed "you don't pay money for a browser game" notion many hold.

That is why I instead believe that paid benefits should be of a form that can be duplicated by dedication, so that the only unfairness is defined by degrees of convenience.  Paid players can schedule an attack for 3 am their time.  Free players have to set their alarm for 3 am.  Paid players can set rules for auto-producing equipment or units, scheduling additional construction when resources are available, or otherwise ensuring excess resources do not go to waste.  Free players have to pay closer attention to their storehouse limits, visit the site frequently to keep construction going, etc.  Paid players never see ads.  Free players have little cause to complain about *reasonable* ad placement since they are the ones insisting they won't even pay a tiny fee to support the game.

There are many opportunities for offering benefits without clearly unbalancing the game.  Other games that take this route can be frustrating, but only because they are so hell-bent on convincing as many players as possible to play, that they utterly cripple the interface for those who do not.  It doesn't have to be that extreme, especially when the devs are actually working with a system supporting significant depth and breadth of gameplay.

I respect the devs here and the work that they are doing.  I just dearly hope they manage to stay out of the pitfall of selling the outcome.  Given what others have said here that even I had not thought through as thoroughly before, I fear that line is already crossed.  I've been turned off from many more games over that issue than mere required payment itself.  I can easily afford the cost, but being on the favored side is no less disappointing.

____

The changes I have proposed are very unlikely to be applied, and I bear no resentment over that.  The devs have already invested heavily into the existing plan.  There is one thing they could do that would still the greatest fears:  set a hard limit on the amount of prestige any single account is allowed to spend per unit of time.  Set it somewhere slightly above what the average, balanced player with some disposable income would spend, but below what the unhealthily obsessed would spend.  At least ward off those who would buy victory at all cost.  If there's no upper limit, the victor will almost assuredly be whomever spends the most...especially as the breadth of spending options expand the aggregate benefit possible.
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