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Ronyn

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#50
Let me first clarify something. Item destruction is a broad term for the many ways in which items can be destroyed. Decay is a specific version of that, a way that items can loose durability and eventually be destroyed. This is an important distinction. It's the difference between the economic models in something like EVE online compared to SWG. In other words, not all item destruction systems use decay specifically. Going forward, I will continue to respond to your mentions of "decay" as though we are speaking about item destruction in general.

I should have written this more precise - by decay I meant decay in game with horizontal progression (it may have some constant vertical progression).
As I said, the primary purpose of item destruction (worn or carried items in particular) is it's economic value as a sink, that remains true whether the progression system is horizontal or vertical. (Technically, repairs can be effective enough sinks if made to be, full on destruction of the item is to ensure that it has to be re-created and/or re-bought. That goes beyond just a sink and into supply and demand)
As long as it is understood that the primary motivator's for play will come from things other than simply-replacing-the-gun-you-already-had we are on the same general page. As far as what variety of things actually do serve as effective motivation for players, that is honestly it's own long conversation. "better" and/or "new" things are the most obvious answers, but that is hardly a complete list.

This kind of games must have sinks. If not, after few months everyone will have tons of useless and worthless resources. I don't know any better sink than repairing and decay.
At no point has the argument been that Em-8Er doesn't need a sink. It has all been a question of what those sinks should be. With that established, keep in mind that Em-8ER puts more at the players finger tips than just the gear they wear and carry. Vehicles, bases and other group goals will serve as a heavy resource sink. That was an element that firefall barely touched on, and it makes a world of difference in how much of a sink worn gear actually has to be. On that note, once we start looking at things like bases being built and potentially destroyed, we open up a variety of new gameplay options that are for more capable of greatly altering moment to moment experiences in a way that players are likely to respond positively to.

To truly dig into a conversation about economic model requires a lot of specifics and nailing down how carious nuances would be handled. Is it possible to make a system where items permanently break but can then be replaced with a simple button press? Certainly, if it is built from the ground up for that very purpose. Does the need to replace items that brake offer a basis for constant supply and demand? Certainly, but only if the entire system is built to ensure that other things won't impede that process. Can an economic model be built in a way that a player can be a full time crafter? Potentially yes, but that would be assuming that kind of playstyle was even a goal of the game in question. As of yet, there has been no announcement that Em-8ER is intending to offer such a playstyle.

Let me address one thing in particular.
it is the best tool to remove overpower gear from the game without direct intervention and players rage,
That's another one of those myths about what item destruction does for a game. In terms of cause and effect, why would that be true? An item breaking isn't actually removing it's balance issues from the game. As long as players have the knowledge and the means (In other words the recipe and resources) to make the item in question, they will simply re-make the item as the old one breaks. To remove it, the devs have to either need the recipe or make the required resources unatainable. Besides, is there some reason to believe that players would respond any better to their OP item breaking than their OP item being nerfed in a patch? The result is the same.

In typical MMORPG most players skip low level instances (low exp, too much time for complete, low level rewards, hard to find party). It is easier and faster go to another zone and do higher level "kill X mobs". All that instances are wasted content. New patch must be new endgame zone with new endgame instances. In Firefall old content was mixed with new one and it was playable all the time, so no content was wasted. Horizontal games still need new content, but with higher quality than quantity.
That digresses away from the issue of economic model and delves into the complex discussion of horizontal verses vertical progression models. It also opens up the discussion about whether quality vs quanity makes any difference in terms of work load on a developer. I'd like to leave those issues for another conversation.

About player motivation to play. Most MMOs force players to grind - it is the simplest goal that everyone understands. After reaching maximum level, most players leave the game until next big patch. They don't feel connection with game - it is another MMO, so they jumping between them.
Firefall achieved much more - players that were bound to game even when it was changed into crappy WoW-clone. What's more, players actively played Firefall, when it had very small content (few events, thumping, fighting with non-stop spawning Chosens). I still ask myself "Why have I left Firefall so late?" and I don't know the answer. Even after Firefall died, we still have hope, that Em-8ER will be reincarnation of original Firefall. This kind of bound is much better motivation than grind goals.
I don't want to shortchange the depth of the conversation about why people stick with an mmo and why they don't. Beyond that, to nail down exactly what was at play that made firefall special and what it was that made it unable to reach and retain a player base size capable of creating a return on it's investment is one heck of a long and complex conversation. I am going to leave those lines of discussion alone for now. All I will say, is that different people stuck with it for different reasons.
 

Ronyn

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Jul 26, 2016
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#2
Very little has been revealed about Em-8ER's potential economic model up to now. Other than knowing that the game's progression system will revolve around collecting resources and crafting, not much has been said. I am not certain when Grummz will ready to talk about that aspect of the game. It might have to wait a little while, we shall see.
 

Ronyn

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Jul 26, 2016
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#45
pretty much basing off firefall right now since that is all we can do
Again, interesting line of thinking but good or bad it may not even be applicable to Em-8ER's systems. We shall see.

I don't understand people who say, that durability in Firefall (v0.7) was bad and every death was very painful. I have just looked at old screenshots and I can only have one conclusion -.
There was a lot involved in firefall's 06 to 09 economic model. It went well beyond the simple question of acquiring enough resources in the time before something broke, as there were things like quality, constraints and availability to consider. I won't delve into the whole thing here, but I will say that there are many ways to create a durability system, even a perma-break system, without much of the aspects that version put into place. It is certainly ok to like the system as it was, I just want to make sure we are clear on what exactly was involved in it.

People don't understand, that the main advantage of decay is no power creep.
That is actually a rather common myth. It's mistaking the solution for one issue as the solution for another.
In other words, a game having some form of gear destruction does not guarantee that it won't have power creep. They solve two different problems. You see, the main purpose of gear destruction is to solve certain economic issues (to create a churning economy of faucets and sinks) where the main purpose of offering players increasingly better gear is to provide motivation for players to strive for better stuff or new experiences (the carrot). On that same note, power creep is not an effective method to solve economic problems (as evident by mmorpg's with power creep still falling prey to excessive inflation) and permanent gear loss is not an effective method of motivation for most players to keep playing.(players will not put in work simply to maintain or replace what they already have, they need another motivator such as better gear or some other form of new content.)

That is not to say I am championing power creep by any means, as I prefer more horizontal growth methods that will entice players by offering new experiences as opposed to simply higher numbers. At any rate it is simply not true that permanently breaking gear lessens the need for new content at a rapid rate.

Let me put it this way, think of any mmorpg out there. if you're tired of doing certain dungeons and ready to go play another game would you suddenly enjoy that dungeon again because the game decides your gear will break on occasion and the only way to replace it is to do that dungeon again? Or would you still go play some other game? Most would choose the latter. Alternatively, when the game get's some new zones or better gear most would consider coming back to check out the new stuff.
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
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#40
I'm going to have to re-organize the way those questions are presented to answer then correctly.
Also I'm going to put my response in a spoiler tag to save space. Just click on it to read.

oh i see where you are coming from now, well in that case the effort of running/flying back in to the battle is i think punishment enough for death... you miss out on XP and dropped items... that should not be resources BTW... well at least the same resources you thump for.
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dying is already going to be a downer.
So you suggest that the only penalty is that you loose the time you would have gaining something.
I am not certain that is enough, but I will definitely file away your suggestion for the future.

that is one of the issues FireFall had... they assumed every one wanted resources and to craft so they made earning resources a thing for every thing.
the material mats should be gained threw thumping
the currency should be gained threw quests/missions
rare blueprints or items for reverse engineering should be gained threw world/dynamic events... or what ever someone that likes to explore dose.
This is an interesting point, it brings up it's own discussion about what rewards should be gained from what in that game. However that may be incomparable with how Em-8ER will work.

For example: since Em-8ER is very much focused on players collecting resources then crafting their gear there may not even be any sort of XP to gain. There is a still a lot to be decided on, but at this stage all we can be certain of is that resources will take the central role in what the player is gaining from play.

pretty much durability in any form was not popular when firefall was talking about it.
That's not really a fair statement. Firefall only had durability of a particular specific form (with some small variations to that direction from patch to patch). We could not reasonably suggest the general player response to all possible forms of durability just from that.

many people that will think of joining this are going to be hoping for some thing that is like the peak of firefall.. and durability was not part of that.
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so why have some thing people are just not going to like in the first place.
Different people expect different things. Depending on who you ask, firefall's golden era was at different points in time. Some folks are hoping to get as far away from the durability era of firefall as possible, some folks are hoping this game is as close to that era as possible. Like anything else, any feature we add someone will not like, any feature we leave out someone will miss. That is just the reality of the situation. There is no way to design Em-8ER in a way that will please every single set of preferences, nor are we attempting to. Our goal is to create a well designed and truly cohesive experience that fit's within firefall's original design direction. We believe this will please a large number of people.

All that said, let us not mistakenly equate all forms of durability systems with the version that firefall used. As I mentioned before, the versions of durability being considered for Em-8Er have little to nothing in common with firefall's version.

and if the economy is done right then having a cost to death is not going to be some thing that balances well between the different play styles people can choose from.
I don't believe anyone has enough information to make that kind of assessment. Though I'm open to hearing out how you come to this conclusion.

resource sinks can be done many other ways.
Realistically resource sinks will have to come from multiple sources so that no single activity will make it too beneficial or too punishing. I'd never suggest that repair costs make or break the economy by themselves, it's a matter of whether they can be part of the solution.

so pretty much no point to having it in the first place...
That remains a contested point.