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Wed, 06/29/2011 - 08:49
underdog4jc
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removed

Wed, 06/29/2011 - 09:09
#1
DChrisius
Legacy Username
Thank you

This has enlightened me about the situation. I am a P2P kinda guy and up until now I just thought everyone was being a cry baby over the crowns. I still believe that we have every right to charge you whatever we want for the energy (I honestly would sell it for like 500c/100ce). But I see that the main focus being on energy is whats hurting Spiral Knights. I agree with you fully, the business model is flawed.

Wed, 06/29/2011 - 10:27
#2
Deepfish
Legacy Username
Another solution

I have another idea to solve this problem. But this will destroy huge parts of the game. First of all stop using the energy system and trade it for another currency. This currency can ONLY be bought with real world cash. It can not be ( or maybe it should be) traded with other players. What's so special about this currency? Well you get 50 % discount(or something like that) from all kinds of NPC traders. In other words thast currency twice as valueble then crowns.

That's my idea but i'm not sure that this would improve the game. So it's probebly not a good idea.

Thu, 06/30/2011 - 11:46
#3
underdog4jc
Legacy Username
removed

removed

Wed, 06/29/2011 - 11:20
#4
DChrisius
Legacy Username
Word Choice

yeah i could have chosen better words for that. technically we can set a price but people will only pay so much. its all about supply and demand. if everyone took there offers off the table for a day or two, the price for CE would drop like a rock before blowing up when everyone tried to buy cheap energy and none of the P2Pers wanted to sell it for that cheap.... Maybe OOO should just make the CE cheaper in RL dollars. They would probably get more money over time if it was only a couple of bucks for a day or two's worth of CE. On top of that, P2Ps would be much more willing to part with their CE. Give me 100k CE for 50 us dollars instead of 20k.

Thu, 06/30/2011 - 11:47
#5
underdog4jc
Legacy Username
Removed

removed

Wed, 06/29/2011 - 15:07
#6
Dukesky
Legacy Username
What if there was a 3rd Energy type?..

What if there was a third type of energy, let's say 'Perma-Energy', that could be converted to Crystal Energy once per day (when it hits its cap of 100). This 3rd Energy cannot be used, sold or traded, UNTIL it is converted to Crystal Energy.

You would have to convert it manually, to prevent auto-farming, and its cap would not go beyond 100. Basically, every player would be given an allowance of 100 ce per day (if you login & convert it), which could then be traded or used on the open market. This would make it possible to aquire ce yourself for big crafts if you were are willing to login and not play several days in a row. The game would then be truly F2P, and OOO could adjust energy costs if they need to.

Edit: OOO could even convert crafting to only use Crystal Energy, and make Mist Energy (for playing) easier to come by (while also increasing the Crown costs of crafting). How does this all sound?

Wed, 06/29/2011 - 15:25
#7
Bhruic
Legacy Username
There are two perspectives to

There are two perspectives to look at this from. On the one side, we have players who want to play the game as inexpensively as possible (ultimately free, if possible), and on the other we have a game company who wants to make money from the game.

Right now, there are multiple costs associated with the game, and we'll leave aside the energy issue and just call them costs.
1) It costs to play the game. That is, to actually go anywhere in the game where you are actually playing, you have a fixed cost to do so.
2) It costs to progress in the game. Since your character doesn't improve, only your gear does, and all gear has a fixed cost to make, any gear progress you want to make has a cost.
3) It costs to make mistakes in the game. Basically, if you die, and you are alone, you have to pay to resurrect yourself.
4) It costs to get game extras. Want another weapon slot? Pay for it. Want to start a level with extra health? Pay for it. Etc.

What Three Rings has done is give us a daily allowance that we can't save up. We get a certain amount of money every day that we have to spend that day or see it go to waste.

Of the 4 costs listed above, I think 1 & 3 are probably the biggest areas of concern. What they do is artificially limit your playtime for a day. Under ideal circumstances, you can run 10 levels in a given day, and that's it. If you happen to die a time or two, that becomes less. The problem is, I see this as being counter-intuitive. Limiting play time means that 2 & 4 are going to happen more slowly, because you can't progress in the game if you can't play it.

My proposed counter-solution - instead of charging to play or die, have both of those come from in-game currency. Make a few free levels where people can go to get some crowns if they are completely out, but the lower you go, or the more you die, the more it costs you crowns. Sure, you'd be making back the crowns by adventuring, but it'd be fixed costs vs variable rewards. And more importantly, it would allow people to play more in a day. Keep the actual costs on progress. People would still be willing to pay for energy to improve their gear because those are tangible costs that people can associate with character improvement.

What this would do is help keep the F2P players around because they can continue to play the game as much as they want. They'll still have awhile to wait before they can afford in-game currency enough to hit the higher level tiers, but because they aren't being limited in daily playtime, they'll FEEL less restrained in the game. They'll have specific goals to work towards (ie, gear acquiring) that they can spend their time on instead of worrying about whether it'll be worth it to spend the energy to hit up another level.

Wed, 06/29/2011 - 15:53
#8
CorianWornen
Legacy Username
Dual Implementation

@Dukesky What you seem to be speaking of is converting mist energy into crystal energy, an idea that has been greatly spoken of in these forums (and one I support whole heartedly) however there are two critical flaws with this:

1. F2P players will take advantage of this system as soon as it was implimented (like it is supposed to) but would soon grow bored of having to give a day up from playing and would find other things to do. This would cause them to inevitably leave the game for good.

2. This would cause such a decrease in the value of ce that instead of paying real world money for it people would just accumulate, buy, then sell. This would completely eradicate any income OOO would make off of an otherwise genius, yet flawed, system. However if you continue reading you will see something important.

@Bhruic This is actually an interesting idea. You dive using crowns, revive using crowns, and the price to revive (as well as the diffuculty) shoot up per level. This is not such a bad idea. As you said, players who have used their energy for the day (whatever the purpose*) can continue to play in an almost unlimited amount. They could rack up a decent amount of crowns then choose weather or not they want to risk losing more when they die. However there would need to be a limit on this area similar to the arcade gates 30 floors. Instead of having to wait a day or two to make a decent amount of crowns they could, ideally, make what they wanted in short time. Small changes though:

1. Put a time limit between dives. Not an unreasonable amount of time but a few minutes at the least. This would discourage people from abusing the system by going in, dying, then going straight back. It will give them time to plan how to work their crowns.

2. The gates would need to be expensive. Something that could be made on a floor but still a decent amount otherwise you would be making absurd amounts. It needs to get you money but cost time and money as well.

@Dukesky AND Bhruic If your two ideas were implemented TOGETHER they would manage to balance each other out. In such a way that would be hard for OOO to ignore. First of all remove player trading of CE all together. People who don't want to pay, or can't pay (such as myself), would have to rely on giving up their mist energy daily (or extra if they get a mist tank) and make runs in the crown dungeon to save up for things they wanted. This would completely eliminate the complaints of energy prices being to high or low because it is no longer relavant. People who pay for energy can get special items with it, more than just heat amplifiers and equipment slots, but can gain access to special items like costume equips and equipment power ups. Such items would keep people paying for energy while those who are F2P will continue to play unhindered by the system. Any suggestions for this implementation?

Thu, 06/30/2011 - 11:48
#9
underdog4jc
Legacy Username
Removed

removed

Wed, 06/29/2011 - 21:59
#10
CorianWornen
Legacy Username
Good point

And with a system like that they very well may have to lower the prices a bit, or people could be patient. If OOO kept the trading system then the new implementation would be rendered almost useless, or become so easy to manipulate that people could get tier 5 in one day. It would all depend on the F2P players and how much they thought out their plans. Honestly I think lowering the energy costs just a bit but jacking up the crowns when it came to crafting could help even that out. Since F2P would primarily rely on the crown dive system, crowns would come as easily to them as CE comes to the P2P so by increasing the cr sink factor of crafting and decreasing the ce factor it would balance out a bit more. Here's a possible suggestion for the new tier'd crafts:

Energy: Decrease amount needed for crafting to about 80% it's current cost.

Crowns: Increase cost by roughly 300%

By doing this less energy is needed and can be built up in smaller amounts of time and in the mean time the players can be working on building up their crowns.

Thinking about it now though, if they kept the market system (withOUT that blasted quick trade button), and perhaps a small tutor on how that system actually works (I've been playing for about a month and just figured it out today), then perhaps not only would the market even out but F2P could wisely invest the mass amounts of cr they would earn in the "Surface Dungeon", as I'm seeing suggested more on this forum, into getting more ce. However, even with a more stable system the price would even out at a much higher base since F2P can afford more with that system. Hmmm...now I'm thinking...

Oh and as the person who suggested the free dungeon said, this would be in ADDITION to the normal gates. If a player so chose they could spend their energy on the gates then run what I will explain as a surface dungeon.

The surface dungeon is what I've been seeing a lot of on this board quite a bit. It's a dungeon that doesn't cost energy to explore and is commonly suggested to be exploring the surface of Cradle. It would cost crowns to go further/deeper and reviving would cost crowns as well. The deeper you went the more it would cost. It wouldn't be tier'd though. Each "floor" would increase the charges just a bit making it dangerous to go that extra mile, but it would also reward those who survived with higher pay off.

Another suggestion I have is gambling. Everyone knows most players want a form of PVP in this game, it's maybe the only major thing missing. But if OOO could impliment a form of ranking system with this that could give odds of winning, people could observe and place bets on fights when they start. Assuming matches would have time limits you could continue to place bets till about a quarter of the way in. At which point you could walk away or stay and cheer your 'game horse' on. At the end of the match you would recieve a message from the....I'm not sure what you call the ticket person but that person and it would tell you if you won the bet or lost. If you won you would recieve your cr (or even possibly ce) with the message.

Wed, 06/29/2011 - 22:12
#11
Nodocchi's picture
Nodocchi
You all say that the energy

You all say that the energy system is flawed and needs change but what is the true problem here? Simple economics of supply and demand would dictate that the price of energy would not rise higher than what people are willing to pay for it. People will be willing to pay for energy as long as they can make a profit. So once the price of energy reaches this breaking point past which players no longer make a profit then the price will stabilize around there. All this is what will most likely happen and I really don't see anything wrong with this.

What the true problem is, would be that new players would not be able to afford such high prices. So what OOO has to focus on would be accessibility for new players. To this end I suggest that for the first 10 days of play (or until the player unlocks t2, or has played a certain number of depths or earned a certain amount of crowns) on a new account on a new computer, players can access t1 gates for a dramatically reduced cost.

Wed, 06/29/2011 - 22:21
#12
CorianWornen
Legacy Username
@Xaix

We understand full well that its the economy still working on stabilizing. But even after it does the playability of this game for F2P players is still low. What we are trying to do is come up with ways that not only profit OOO and help keep the economy stable but also increase the content so that OOO doesn't lose all of the F2P audience. Your suggestion of reduced price for beginners is nice but that is already covered by the cheap one floor dungeon in the base camp. If people didn't understand that by the time they got to Haven then they aren't going to do well in the game. So what ideas to you have for increasing the F2P's reasons to keep coming back during times they save for energy?

Thu, 06/30/2011 - 01:47
#13
DevilXTreme
Legacy Username
i agree... to a point

Please exclude those who have already registered.. i love this game as its free to play :P. I wouldnt mind a donation tab.

Many people are already buying lots of energy. One guy even bought 3 party packs in a row when we were in the dungeon.

Thu, 06/30/2011 - 05:36
#14
Dukesky
Legacy Username
It is F2P up until 2* gear

@ xiax

I think the point of the OP is, if we started all over, no one would be able to make 3* or better equipment without someone buying the Crystal Energy from OOO. I think we're trying to come up with a way that still heavily encourages users to drop a bit of cash, without making it impossible to obtain half of the game without someone paying.

Thu, 06/30/2011 - 11:49
#15
underdog4jc
Legacy Username
Removed

removed

Thu, 06/30/2011 - 07:18
#16
Nodocchi's picture
Nodocchi
@Dukesky & underdog4jc You

@Dukesky & underdog4jc
You don't seem to understand the point of a F2P game. All F2P games are out there to make money, that ones that sell items instead of energy just do so differently. If no one bought the items in a F2P game with an item shop none of the free players would be able to play same as in this game. The game needs servers to host it as well as developers to make new content and maintain the game and all that isn't free. Your logic of someone else always has to be paying in order for others to play for free applies to every single F2P game, it is just more obvious in this game.

You can't equate crystal energy to food when the game gives you an unlimited supply of mist energy. You just have to wait for it. And there are things stopping the price of energy from climbing infinitely. No one will buy energy if they don't think it is worth it, the only reason the price of energy is at where it is now is because people think that the price of energy is still reasonable enough for them to buy it. There really are no ways to lower the price of energy (outside of intervention from OOO) other than getting more people to buy it with real money and sell it on the market. Even if crowns are worthless then why do you care if you have to pay more crowns for your energy? The answer? You don't think crowns are worthless, it has value to you and energy prices won't go above what most players value their crowns at.

Also something you don't seem to understand is that the influx of players from Steam was not small, the number of havens shot up from around 20 to 40+, that's pretty much doubling the active player base.

Thu, 06/30/2011 - 08:23
#17
Dukesky
Legacy Username
@ xiax YOU DON'T SEEM TO

@ xiax YOU DON'T SEEM TO UNDERSTAND that there's many different ways run a F2P, so kindly kiss my ass. Access to Tier 3 is dictated by requiring 4* or better equipment, which is only obtainable by buying CE. So 2/3 of the game is F2P.
Although if everyone were restricted to 2* equipment I doubt anyone would ever clear Tier 2, at least not the Jelly King. So it's more like half of the game is F2P.

Other F2P games may have a level system where your character may gain access to everywhere for free, but be incredibly weak unless you buy better things with real money, or trade for these things. OOO has in effect made 2/3 of the game F2P, not all of it. If they expand with more Tiers, or open the core, it'll be that much more that is not F2P.

Please stop treating me and everyone else who disagrees with you like an idiot that doesn't understand OOO has to make money. I have paid OOO $25, happily, and given my support to the game, but I've come to agree that their business model is *flawed*. They need to expand what all CE can be used for, offering more incentives for dropping real cash, while at the same time giving Free players at *least* a smidgen of CE they can slowly save up. THAT'S ALL I'M SAYING.

Thu, 06/30/2011 - 11:50
#18
underdog4jc
Legacy Username
Removed

removed

Thu, 06/30/2011 - 11:11
#19
Nodocchi's picture
Nodocchi
@Dukesky You can still buy CE

@Dukesky
You can still buy CE with crowns, so your point of 1/3 of the game being out of reach of free players in invalid. Many F2P players have reached t3 without spending a penny on this game. Your main concern seems to be soon energy prices will be so high no one can afford it therefore making it impossible for F2P players to play the game. Does that even make sense? Why would people sell energy for so high a price that the buyers cannot afford to pay it? Who exactly then is buying this unaffordable energy? I mean someone has to be buying it because the sellers need to make some crowns and they aren't going to wait forever selling it for a price no one is willing to buy at. Don't say rich end-game players please because they have more CE than they know what to do with and wouldn't ever overpay for energy.

@underdog4jc
My first paragraph was targeted at the second to last paragraph of your original post, I even included an excerpt of that paragraph in my post. Will you actually debate my point or just tell me I'm wrong without giving any reasons? I know you said you want OOO to make money but thats not the point I am arguing. What I am saying specifically is that this paragraph from your original post is wrong:

"The energy system, while unique and interesting, has one major flaw. It makes this game NOT free to play. For free players to play REQUIRES P2P players. This is the equivalent of saying that I am giving away free ice cream, but when you come to get some, I tell you the guy next to you has to pay for it. Is that ice cream actually free?"

For any F2P game to run, there must be people paying for the free players, by your logic no game out there to make money can label itself as free to play.

For your other arguments you will need to be more specific. I have read everything in this thread and have made mention of the points of contention so I am not sure why you would assume otherwise. So what, any ideas that run contrary to what you believe are not allowed in your thread? I thought this was a discussion about the game's energy issue, not a glorify how good underdog4jc's insight into the game is thread.

@CorianWornen
Removing the CE cost to gates would devalue crowns even further as there would be no limit to the amount of runs a player can make and how much crowns they can make. Right now the price of energy is limited by the amount of crowns a player can reasonably earn using it in a dungeon run, by removing this link between CE and CR, what we will see is soaring energy prices as players who play the game all day farm more crowns than they'll ever need without any limit at all.

Thu, 06/30/2011 - 14:14
#20
CorianWornen
Legacy Username
@Xaix

I didn't say remove the energy cost from gates. But offer a diffrent gate that doesn't cost. And they could easily balance by making the crown drops in the dungeon significantly less than in an energy gate. You act like everyone else is a moron but the only true moron is the one who won't even give a slight nod to the possibility that their idea is good. And that, my friend, is you.

Thu, 06/30/2011 - 14:26
#21
Nodocchi's picture
Nodocchi
@CorianWornen If the crown

@CorianWornen
If the crown drops were significantly less then why would people use that dungeon over an energy dungeon? Lets say you use 80 CE to run t2 and gain 7k crowns, at current energy rates you make a profit of around 3k. Lets say you do the same on your energy-free gate, if it makes less than 3k in profits there would be no point in running that gate as you can easily just buy energy using the crowns you made and continue running the energy gate; if it makes more than that then there would be no point in running the energy gate which would cost OOO profits. The former makes the gate pointless, the latter costs OOO money. Please tell me at which point would it be worthwhile to run your energy-free gate.

Thu, 06/30/2011 - 14:56
#22
Bhruic
Legacy Username
Um

"For any F2P game to run, there must be people paying for the free players, by your logic no game out there to make money can label itself as free to play."

That's not true at all. Take LotRO for example. Yes, the game wouldn't economically surivive if no one paid for anything. But my playing the game for free has no bearing on anyone else. I don't require someone to pay to access one of the regions in order for me to be able to do anything.

Here, it is impossible to get CE if no one paid for it. That means that my acquiring CE is dependent on someone else paying for that CE. In LotRO, me getting access to a "paid" area doesn't have anything to do with someone else having paid to access the area. See the difference?

"Removing the CE cost to gates would devalue crowns even further as there would be no limit to the amount of runs a player can make and how much crowns they can make."

Only if you didn't add an alternative crown sink. The problem with crowns right now is they have virtually no use beyond buying CE. Yes, you need them to purchase recipes, and you can buy things on the auction house, but those only take up a small fraction of the crowns that you get. So all crowns have become is a floating CE variable. There needs to be a recurring crown fee to pay that absorbs the influx of crowns from doing runs. If you make crowns have an independent value, then you can remove the CE costs from gates without drastically changing the market system.

Thu, 06/30/2011 - 15:24
#23
Nodocchi's picture
Nodocchi
@Bhuric "Here, it is

@Bhuric
"Here, it is impossible to get CE if no one paid for it. That means that my acquiring CE is dependent on someone else paying for that CE. In LotRO, me getting access to a "paid" area doesn't have anything to do with someone else having paid to access the area. See the difference?"

First of all it would be impossible for you to play the game if no one paid for CE because the game wouldn't be able to stay afloat. Second, think of it this way, in both LotRO and SK, a certain amount of players has to pay OOO in order for the game to run for everyone else. Doesn't matter if they are purchasing new areas or CE for resale. So in the ordinary running of the game a certain amount of CE must be bought or else the game would not stay afloat same as in LotRO where a certain amount of players have to pay for cash shop items/content. There will always have to be people paying in order for free players to enjoy the game, only in this case free players have to work a bit harder to access new content but it is by no means impossible to do so.

If people pay "a recurring crown fee to absorb the influx of crowns from doing runs" then doesn't that just turn this game into a grind intensive MMO like every other game out there? By reducing the reward to time spent ratio you are only forcing players to play for longer to get the same result. If I did not interpret your crown gate scenario appropriately then please elaborate on how you believe a crown gate can be successfully implemented.

Thu, 06/30/2011 - 16:04
#24
Bhruic
Legacy Username
"First of all it would be

"First of all it would be impossible for you to play the game if no one paid for CE because the game wouldn't be able to stay afloat. Second, think of it this way, in both LotRO and SK, a certain amount of players has to pay OOO in order for the game to run for everyone else."

Ok, but you're either being purposefully dense, or deliberately taking the most obtuse viewpoint. Of course Three Rings needs to make money to stay in business. No one is disputing that. What we are saying is that there is a difference from the PLAYERS perspective. Three Rings doesn't enter into this picture. As a player, you literally cannot get CE in-game unless someone else paid for it. That's just a fact. Even if every single player playing the game donated $1000 to Three Rings, and they were awash in money, that wouldn't change the fact that CE is a purely player driven economy. From that perspective, as a F2P player, you're effectively at the mercy of other people spending money if you want to have the ability to progress.

"By reducing the reward to time spent ratio you are only forcing players to play for longer to get the same result."

It does, yes, but at the same time they don't have to spend the same amount of crowns on CE, so it would balance out.

Part of the problem with the game is that you can only play for a fairly limited amount of time in a day without spending CE. This can be especially bad for newer players who aren't making enough money to buy CE from the market. If CE is no longer required to run gates, then the F2P players aren't limited in the amount of time they spend playing the game. They still need CE to progress in the game, which means that Three Rings will still make money. But the artificial energy limitation on playtime would be eliminated.

Thu, 06/30/2011 - 16:26
#25
Nodocchi's picture
Nodocchi
"It does, yes, but at the

"It does, yes, but at the same time they don't have to spend the same amount of crowns on CE, so it would balance out."

Let me put it in terms of profits, what you are saying is that by converting to a crown gate system, players would make similar profits as with CE gates except they don't have to pay CE for it, thereby eliminating a CE sink while having no real effect on gameplay. This doesn't really do anything other than hurt OOO's profits. Doing this you still run into the problem of untying the amount of CR a player can make from CE and thus having CE prices go even higher as it is no longer limited by the amount of CR that can be made from it. All this does is make players have to grind more and make this game more boring

Thu, 06/30/2011 - 21:36
#26
CorianWornen
Legacy Username
Will anyone actually read my post?

I didn't say to get rid of energy entirely for the gates! I said to ad one or two "Surface" gates that run on crowns. This is mearly implimented as both a sink and a time waster. If I go on a dive using just 100 ME I don't get nearly enough crowns to buy any CE. That usually takes a whole other full run (if your luck is any diffrent isnt a point of comparison). The point of having the crown gates is so that the people who are waiting for their ME to recharge (F2P players who can't afford CE at the time) can continue to dive and play without as much on a daily limitation. This new system would be a gamble on the fact that it would be possible to lose more crowns then you put in, but it also has a chance of paying off meaning that players can manage to maybe get an extra serving of CE for the week. This in no way short changes OOO. CE will still need to be purchased and sold like normal but now we've taken off the short time limit (that varies by player) that F2P players encounter. And being as this game is advertised as F2P means that they do require more accessability to those players. Now IDK why this topic was renamed removed and the OP has no posts anymore but this is a topic for getting OOO money, not you, so you probably have as much an idea of what they think about this as we do. Stop acting like your a forum god.

As for players having to grind. I'm making as many dives as I can to save up to buy the CE needed to upgrade my equipment to 4* but I've been saving for days, not to mention the crowns I need to save to get the recipes from the auction house (since Basil never seems to have them when I'm there). The "Surface" gate (again I repeat, THE ONLY CROWN GATE) would offer me the gamble of maybe getting my equipment a little faster, or making me lose previous progress.

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