DevTracker

Ronyn

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Jul 26, 2016
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Many people said (not only on this forum) that after loosing their gear, they could afford only much weaker one. These screenshots prove, that player could have got much more than enough to replace gear. Period. I didn't say, that it was easy to create exactly the same set of gear, but that it was easy to create set with similar power.
To be fair, all screenshots of someones personal gameplay experiences can prove, is what happened in their personal gameplay experience. One thing that remains true in any economy like that is that the cost to gain ratio will not be the same for all people involved. So we have to factor in that what one person can do, does not reflect what all people can do. Hence, why some folks would have a certain gain to loss problem that others do not.

Then factor in that when many players looked to replenish their gear, they may have only looked at stuff similar to what they liked to use. They may not even have been aware that they could have made gear of similar power had they simply looked at different types of loadouts. Which then leads us to the whole part about players wanting a system that lets them earn what they wanted, as opposed to earning what happens to be available at the time.

I do not mean to be callous about it, there just isn't any way to get around that it was built in a way that didn't please a lot of people. We can pull out specific situations, we can argue that had a certain players simply done X, or simply accepted Y, then maybe they would have had a different experience. But, at the end of it all, the system was built to function a certain way that required a certain set of preferences to enjoy it. I understand why some folks liked it, I understand why some folks didn't like it. It is primarily a matter of preference in how an economic model works.

It is possible for "shooter/combat game players" who has some patience (few weeks to level up, choose gear and earn some currency).
Before I can explore that possibility, I have to re-frame that question a bit.
I'm not sure that you meant to imply it but it is not fair to equate preference with patience in the context of this conversation.

That said, you are in luck, the above mentioned features tend to be well received. If the many successful shooter games that have incorporated RPG elements and/or progression systems are any indication, tons of shooter players are more than fine with choosing gear and earning currency. Firefall had those things long before the 6.0 patch, and there was no controversy surrounding them. It is clear that those weren't the mechanics that became a big point of contention among the community, it was a particular economic model. So then, if you're suggesting that you can make a full on crafter heaven economic model that only requires the actioner heaven player to do those basic things, then you may be on to something.

Imagine Firefall v0.7 with some changes: Explanation cut short to save space
The proposal could use some refinements but I see where you're going with it. Something along those lines should function in a game just fine hypothetically. What leaves me uncertain is whether it would offer enough of the min/maxing and stat tweaking that the more extreme crafter fans crave. That is hard to say. Moreover, there is a niche of people who like a market that has true shifting availability. Such a mechanic, if done to a relevant degree, is just plain contrary to a quick-replace system. As one direction requires that sometimes certain things just aren't anywhere, while the other direction requires that everything is always somewhere. It is why I remain unconvinced that a true crafter heaven economy can exist alongside a true actioner heaven system. I do love trying to figure that out for fun though! :)

On the other hand, it doesn't need much resources (money and manpower) and it is the easiest way to create revolutionary <Em-8ER is not an MMO> ("No more WoW clones, only Em-8ER clones!").
If by revolutionary you mean the first game to achieve both crafter heaven and actioner heaven simultaneously, maybe. But there is still uncertainty on that. What I do not follow though, is where does your assertion that such an economic model makes the game less costly to develop in money/manpower?
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
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#1
Greetings Reapers,

I've got some good news. Grummz, the main man himself, would like to schedule a time for when he will be on Discord. We are calling it, Chief Chat. It's going to be an hour long conversation, where he discusses his thoughts on a specific part of Em-8ER. For this very first Chief Chat the subject will be lore and narrative. That's right fellow lore hounds, our day is near!

WHEN WILL THIS HAPPEN?
The above poll is to get a sense of what time of day will give us the largest number of community members online at the same time. From this information, we will look for the best time and day to have this Chief Chat. Also if you have a preference of certain days, please let us know in the comment section below.

We understand that everyone has very different schedules out there, that means there is no way to get every single person online at once. So, for those who won't be able to make it, we will make sure you can catch up on everything said in the conversation at your earliest convenience.

CAN YOU ASK HIM QUESTIONS?
You certainly can! Community questions will be aloud provided they are on the specific subject of the chat. If you already have a question in mind, feel free to put your questions about lore and narrative in the comments section below. Grummz will do his very best to answer what he can in the Chief Chat, but please understand that there are certain things he already plans to cover, time is limited, and we definitly want to keep a lot of stuff as a surpise for later!


Keep your minds open and your bodies ready Reapers, some knowledge is about to drop.
-Ronyn
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
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93
Sigh, but the principle still stands. POW POW always, bad. Trivial activity occasionally plus pow pow good, right? OK?
Oh yes definitely! It's one of those things that has to "fit in" with the rest of the game, or be fully optional, but definitely.
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
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Sure perhaps. But this brings me down to downtime. Extra credit made a good video on it. Pacing.

You want your players to do trivial tasks in a perpetual game. The monotony of the "zen" gardening in contrast with the overwhelming action is a good thing not a bad thing.

Look at it as chocolate. Eat it all the time, it gets disgusting. Eat it just the right amount of time and it's the best thing ever.
Yes of course. Exactly like I said, supplemental vs forefront. Knowing when, what, where and how to place the peaks and valleys is important. And it's based largely on the audience you are trying to please. That's what pacing deals with. Also, putting effort into doing some set of features you don't even enjoy for a prolonged period of time doesn't count as "downtime". What is enjoyed, like everything else, comes down to the audience you are trying to please.