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Hard cap on number of levels you can run in a 48 hour period, add more non-progression content to compensate

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Sat, 05/07/2011 - 10:23
SirNiko
Legacy Username

Give each player an allotment of levels they can run in a 48 hour period, such as 20 levels maximum. That allows for 10 levels per night, which gives you a full tier of your choice plus a little wiggle room in case you get a crap group and jump ship early. This cap would be shared in the same way that ME is shared - buying CE will separate the cap between different accounts on the same computer.

Add some new tiers that do not cost energy and do not generate crowns, materials or heat to provide more content for all players, especially F2P players.

What's the purpose?

Right now the only cap on how many crowns and materials a player can generate is based on how much CE the player buys, and at the extreme high end how long the player can stay awake each day. This makes it advantageous to stockpile CE to throw at the game when new content is introduced. When the new recipes for the Flourish series were introduced, for example, players with lots of CE could afford to run the dungeons repeatedly to collect the full set in under 24 hours. Does this really present any sort of strategic challenge? If you weren't playing the night it was introduced you basically missed the whole thing.

By limiting the number of levels over a short time period, players will have to be a lot wiser about how they spend their energy, even if they have bought CE. CE will continue to be the currency with which premium content (eg upgrade tokens), extra revives and high level crafts are acquired.

Naturally, this will upset many players who will find their play time per day drastically reduced. To compensate, include some new energy-free content for these players to try. This could be as simple as an additional gate in the arcade that operates like a normal gate but doesn't generate any heat, crowns or materials, but also does not cost any energy to use. Perhaps this gate generates some special items that can only be used in that gate, but the key should be that progression in the 'main' gates is not advanced by use of the 'free' gate. There are many possibilities for this which have been brought up in a number of other threads.

This eases the biggest complaint of energy, that lack of energy means nothing to do. This reinforces the strategic value of energy use, which I feel would make the game as a whole much more interesting. This will also help address issues with inflation of crowns and materials, as it will put a hard limit on the amount of each that is generated each day.

The only concern I have is that it will greatly reduce demand for CE, as I suspect a large amount of CE is consumed by players who do significantly more than 10 levels per night. Some new CE sinks may need to be introduced to compensate, metered carefully so that they don't make the game less accessible for F2P players.

Sat, 05/07/2011 - 11:28
#1
Negimasonic's picture
Negimasonic
yeaaah..no.. A free gate is

yeaaah..no..

A free gate is awesome and would be nice to have around, but if I were limited to only 20 levels in the real gates (for profit) and were just forced into repeating the same gate over and over again past my playtime, I'd get bored. Even when I do JK again and again, I have a reason to do it. The draw of a free gate would only be interesting for a little while then I'd just quit since I can only profit off of 20 levels a day.

additionally, under this basically you limit people to 100 CE a day who are dungeon runners. Since the other 100 would come from mist. So a lot less people will be buying CE, (we all know crafting only takes so much).

This is coming from one of those players who did significantly more than 10 levels on Friday morning...

May 6, 2011 1:28 PM Join Party -6
May 6, 2011 12:33 PM Exchanged Crowns 100
May 6, 2011 12:32 PM Energy Device -2
May 6, 2011 12:28 PM Elevator -10
May 6, 2011 12:28 PM Join Party -10
May 6, 2011 12:24 PM Revive Player -5
May 6, 2011 12:21 PM Elevator -10
May 6, 2011 12:19 PM Exchanged Crowns 100
May 6, 2011 12:17 PM Join Party -9
May 6, 2011 12:13 PM Elevator -9
May 6, 2011 11:59 AM Elevator -10
May 6, 2011 11:51 AM Elevator -9
May 6, 2011 11:38 AM Elevator -9
May 6, 2011 11:28 AM Elevator -9
May 6, 2011 11:23 AM Elevator -10
May 6, 2011 11:20 AM Elevator -10
May 6, 2011 11:15 AM Join Party -9
May 6, 2011 11:05 AM Crafting -100
May 6, 2011 11:04 AM Crafting -50
May 6, 2011 10:58 AM Elevator -9
May 6, 2011 10:55 AM Exchanged Crowns 100
May 6, 2011 10:45 AM Elevator -9
May 6, 2011 10:42 AM Join Party -10
May 6, 2011 10:35 AM Elevator -9
May 6, 2011 10:31 AM Energy Device -3
May 6, 2011 10:27 AM Exchanged Crowns 100
May 6, 2011 10:25 AM Join Party -9
May 6, 2011 10:08 AM Crafting -100
May 6, 2011 10:05 AM Join Party -9
May 6, 2011 9:57 AM Elevator -9
May 6, 2011 9:44 AM Elevator -9
May 6, 2011 9:35 AM Exchanged Crowns 100
May 6, 2011 9:34 AM Elevator -10
May 6, 2011 9:27 AM Join Party -9
May 6, 2011 9:19 AM Elevator -10
May 6, 2011 9:16 AM Energy Device -2
May 6, 2011 9:10 AM Elevator -10
May 6, 2011 9:07 AM Join Party -9
May 6, 2011 8:57 AM Elevator -9
May 6, 2011 8:40 AM Join Party -10
May 6, 2011 8:35 AM Elevator -9
May 6, 2011 8:22 AM Elevator -9
May 6, 2011 8:15 AM Join Party -10
May 6, 2011 8:10 AM Elevator -9
May 6, 2011 8:01 AM Exchanged Crowns 100
May 6, 2011 7:56 AM Elevator -9
May 6, 2011 7:50 AM Elevator -10
May 6, 2011 7:46 AM Join Party -10
May 6, 2011 7:43 AM Revive Player -5
May 6, 2011 7:41 AM Elevator -9
May 6, 2011 7:32 AM Elevator -9
May 6, 2011 7:23 AM Elevator -10
May 6, 2011 7:23 AM Join Party -10
May 6, 2011 7:17 AM Energy Device -3
May 6, 2011 7:16 AM Join Party -8

Given that every "join party" is = 1 level. I did 41 levels on Friday (yup I played a lot, granted its rare but still). My playtime would've ended at 9:44 AM instead of going on past that. Those energy purchases also wouldn't have happened since I was heat training as well (so no need for crafting so many items).

Going to the free gate would be cool...for like a week. After that I'd be bored not making any real progress. I'm 100% in support of a free gate just to have one, but I wouldn't visit it a whole lot over time.

Sat, 05/07/2011 - 12:11
#2
Hazel's picture
Hazel
"Hey, let's make the game

"Hey, let's make the game worse in every conceivable way for no apparent or even stated reason."

Sat, 05/07/2011 - 12:42
#3
SirNiko
Legacy Username
Reason 1: Add strategic depth

Reason 1: Add strategic depth to the energy system.

Reason 2: Provide content for players when out of energy.

Reason 3: Limit inflation of crowns.

I apologize for not writing you a one-sentence executive summary, Hazel, as apparently that's all you're capable of reading before growing bored and making an ignorant, offhand and totally incorrect comment.

Sat, 05/07/2011 - 13:22
#4
Hazel's picture
Hazel
Reason 1: Add strategic depth

Reason 1: Add strategic depth to the energy system.

Reason 2: Provide content for players when out of energy.

Reason 3: Limit inflation of crowns.

1: Something unnecessary and stupid.

2: Something unnecessary and of no value.

3: Something unnecessary and misguided.

I apologize for not writing you a one-sentence executive summary, Hazel, as apparently that's all you're capable of reading before growing bored and making an ignorant, offhand and totally incorrect comment.

I read the entire post a couple of times, actually, and you failed to bring up a real reason for this that would counteract how terrible(I really cannot put into words how terrible this is, exactly) this suggestion is. A free dungeon with no rewards and no cost is a neat idea, but it should not come at the cost of progression capability. I'd rather not see the game put itself under video game house arrest.

I realize you're being an idealist and think this will "make people smarter about CE blah blah boo boo" whatever, but it won't. Moreover, it will also make CE purchases plummet, kill off most of the playerbase, and alienate the remaining playerbase in a horrifying way. Absolutely any system that puts a hard cap on progress per day is a system designed by someone with a crippling mental deficiency.

"Strategic challenge" isn't the name of the game for economies, bro. If you want strategic challenge, suggest nifty puzzles involving switches and stairways. Not gimping the entire game.

Sat, 05/07/2011 - 13:34
#5
Driggan
I have to agree with Hazel on

I have to agree with Hazel on this, hard caps are a very, very bad idea, especially when there's no PVP alternative. People who feel like they're gaining nothing when they play often don't feel like playing at all.

A SOFT cap, however, I could get behind. Something along the lines of "After 10 / 15 / 20 runs in one day, each subsequent level transition will cost slowly increasing amounts of energy" would easily accomplish Reason 1 and 3 if implemented correctly. And all without placing utterly arbitrary hard-caps on anything.

Similarly, a heat system which designates how many stars you can use in your equipment could help to slow down the ability of people dashing through content with extreme energy buyouts while still making them play the game and use all their energy. It should be designed so that someone who never buys energy with real cash should never run into the star limit.

All this needs a lot of planning to do properly, but on the whole it wouldn't take a lot of real programming to do. People who buy energy still progress faster, but they can't simply skip to the end of content. Casual players have their gameplay almost completely untouched.

Sat, 05/07/2011 - 14:21
#6
SirNiko
Legacy Username
Kingdom of Loathing has a

Kingdom of Loathing has a hard cap on per-day play, boasts a playerbase numbering in the low tens of thousands, and makes enough money annually to keep the parent company gainfully employed doing nothing but keeping up that one game. The tremendous amount of enjoyment I got from that one deceptively simple looking game is the main reason I came to Spiral Knights - I had hoped the energy system would result in a similarly intelligent community of strategically minded players.

Why is per-day limitation a bad thing? People keep stating that a game that does this will fail, but they provide no evidence of this fact. The poor reviews of Final Fantasy XIV come close, but that game only employs a very soft cap and comes on the heels of a completely different game. Last I saw, the game is still surviving despite requiring a box purchase AND a subscription. That's hardly evidence of per-day restrictions killing the game.

The fact of the matter is there is no evidence that per-day restrictions are bad, or even that they are likely to be bad. Arguments to the contrary have, thus far, been based entirely on conjecture.

It COULD result in a decrease in CE sales, that is a strong possibility, as I admitted in my OP. The introduction of more CE sinks (for example, CE purchased costume gear or early access to new content for CE-using players) would eliminate this.

If you simply don't like the idea, it's enough to state so. Obviously, many people play MMOs for the simple joys of socializing and hours of mindless combat. If you're going to dismiss the idea for any reason other than "I would not like this", please provide some relevant examples. Suggesting it would fail is contrary to the evidence at hand.

Sat, 05/07/2011 - 14:50
#7
Driggan
Very well, I don't have much

Very well, I don't have much in the way of raw data, but this is from my own experience, and the deductions I can make from it. I played Kingdom of Loathing, and actually had fun doing it. I could see it was a big game, with lots of content, and years of development even though it was so simply designed and drawn. I played through the tutorial and used up all my adventures. Then I turned off the game.

And never came back.

It's because I wasn't the kind of player that enjoys hard cap limits, and I've encountered them before. Each time they turned me off of a game so completely, though I could see why others would enjoy it.

The thing about Kingdom of Loathing is that it has been around for a long time, and while it has its player base, I'm positive that there have been many people turned away by the hard cap as I was. It found players that wanted to play that kind of game over the years, and I won't begrudge them their game.

Spiral Knights is in a very different situation. It's a new game with limited content and a flood of new players still testing the waters. It needs to focus on building long-term goals in content as well as making itself more fun. What it should NOT do is alienate a portion of the fan base who want nothing to do with hard caps. I speak only for myself, but I would seriously consider moving on to a different game if a hard-cap were to be brought in. Especially since the game wasn't designed with a hard cap in mind, as Kingdom of Loathing probably was.

Unobtrusive soft caps and the prevention of players skipping content seem like easy ways to lengthen the lifetime of the game without pissing off the fanbase. At the moment, it is slightly ridiculous that a player can come into the game and be fighting the final boss within an hour or two of creating their character, if they are willing to pay the money for it.

Sat, 05/07/2011 - 15:35
#8
sabriath
Legacy Username
...

SirNiko, we meet again. I see you mentioned KoL yet again, and I am starting to think that that game is the only other experience with MMO that you have. This suggestion is horrible, you are actually putting a cap on gains to put a timer on advancement....which turns playtime into gametime. We briefly spoke about skillsets and such (which you spouted on and on about how you are a consultant, which I shrugged off considering that I have never heard of you in the MMO world which I am directly tied), but this sounds a lot like you are wanting playtime to directly correlate with skill (those who started earlier will have an advantage to those who did not).

In that type of world, only the oldest characters have the reputation, recognition, and richness that the game provides. Allowing them "first dibs" on just about everything the game will bring to the table. How exactly is this fair to newcomers? Some games, like tycoononline, resets after a couple months in order to "balance" everything. WoW doesn't put a cap on gametime, allowing those who play 'harder' more rewards, but this could happen in a day, or 2 years (all depending on how casual you play it), but ultimately balances everything out in the PvP section by separating level gaps (PvE stays somewhat separate anyway because each territory is a different level allotment). I won't even get into Runescape, which is less to do with skill and more to do with just doing _something_.

I can understand that you want to cap it so that players don't *instantly* become bored with the game and move on to a different toy. The problem is, they would become even more bored if unable to advance play past a cap per day...sounds like a double-edged blade. Boredom is going to creep up regardless, the only thing you can do is keep ADDING to the game, and hopefully you are adding faster than you are losing players to boredom. Putting a hard limit on playtime will not slow down the boredom process at all, and I actually argue it will do the opposite. What I don't understand is why 3R has gone through this long of a beta-test and they still do not have:

1. auction house
2. player houses (so we can "furnish" it, making it somewhat a crown sink)
3. guild halls (again "furnishable", and even consumable furnishings like "banquets" that only last hours or days).
4. tab-able chat, and/or user-created chatrooms
5. possibly programmable UI, so that some can get rid of the horrible roundishness of it (I prefer a hardcore look), too bad the game feels cartoonish
6. better gate control (instead of spending millions for a +1 increase)
7. item reduction and repairing (crown sink)
8. quests

Those alone would have kept players busy for a long time before additions would need to be made. At this moment, the game seems more like an outfit game rather than a fighting one...put the right gear on for the right stratum (or at least it tries to be like this, it fails because most enemies are avoidable, and those that aren't are the ones you dress for, so everyone ends up with roughly the same gear anyway).

Sat, 05/07/2011 - 15:50
#9
AscendantOat
Legacy Username
The energy system already

The energy system already requires some strategic analysis to use profitably, which was a challenge when I was starting out. First was figuring out that CE was readily available and that I could actually make more in a run than the CE cost. It stopped working when I hit T2, so I tracked profit and discovered that profits increase within a tier, but drop back down at the next one. I tried doing a full run starting from the bottom, but it still dropped at T2, so I dropped back down to T1 runs until I could survive deep enough into T2 to make a decent profit. The realization that I could join mid-run changed my strategy once again. Eventually, my running buddy and I fell into a stable routine where one of us would solo the odd stratum and we'd team up on the even one to increase the proportionate amount of energy spent on profitable strata. We treat mist energy as a soft cap; two Jelly Palace runs uses exactly 100 ME each, but we'll dip a little into CE if we're running other gates or to cover death / challenge room costs.

All this discovery, trial-and-error, and strategy refinement was fun and part of the game for me, but it felt a lot like I was debugging a software project (which I enjoy). many casual players would not enjoy "debugging" a system as confusing and misleading SK's was at first. Had there been a hardcap — or diminishing returns with CE — we would have skipped the trial-and-error phase where we did full runs with CE and would have discovered earlier that we prefer more sporadic gameplay.

I actually enjoyed Kingdom of Loathing's hardcap, and it did indeed greatly increase the strategic depth of the game. I spent more time planning out my moves than using them, so most of the game for me was planning and analysis; each move was interesting and deliberate where it would have felt grindy and repetitive with unlimited actions. I think a softcap is a better fit for SK, though, as the actual process of playing is much more intrinsically interesting than KoL's. People that enjoy optimization are welcome to plan ahead and make each level count, but other people would rather just play. It already has a softcap in place — returns drop sharply once you run out of ME — but I could still see diminishing returns working. Some people would stop earlier (which would decrease CE expenditure) but others would play just as long despite the slowly increasing cost (which would increase CE expenditure); I don't think we have anywhere near the raw data we'd need to estimate how it would affect overall expenditure, but the developers might.

Sat, 05/07/2011 - 17:04
#10
SirNiko
Legacy Username
Newton, I'm very interested -

Newton, I'm very interested - you said Kingdom of Loathing turned you off when you ran out of turns. Did you not experience the same situation with Spiral Knights? When you run out of Mist Energy you must stop playing or buy CE. If Spiral Knights wasn't so fresh I'd consider it further evidence of the non-threat of play caps.

There's no difference between a hard and a soft cap when you lack the funds to break the soft cap.

Sab, the daily cap isn't about limiting players to prevent boredom. There are other ways to eliminate boredom or stave off the level cap, such as PvP or randomly generated content to draw out the experience. The point (as I stated in the other thread) is that per-day limitations create a strategic choice. Learning to use your CE more effectively results in your progress advancing more quickly. When the game doesn't reward you for doing this, players naturally won't bother. This strategy also attracts a crowd of strategically minded players for whom the MMO market currently fails to cater. The general perception is that all MMOs are designed to reward poopsocking and make strategic play of negligible importance. As I pointed out in the other thread, this pretty much holds to be true for most MMOs (although it is more true for some than others). Maybe the MMO you work on is different? I'd like to know which one it is.

I've played quite a few MMOs from a number of varied subgenres, from World of Warcraft to Ultima Online to Maple Story to Love and many others. The reason I keep bringing up KoL is because it's the only MMO I loved, one in which strategy truly matters and you can hold a professional level job and remain competitive. After three years, though, I had finally tired of it. I'm still looking for the next MMO to fill that void.

Games like World of Warcraft have flirted with the concept of hard caps. Molten Core in Vanilla WoW, for example, restricted players to one session per week. Instance timers are normal for a number of other games, such as the ill-fated Aion which even limited the number of battlegrounds you could run per day (Although I cannot vouch that was a good thing in that particular case). However, these are subscription games, while we are talking about a Free-to-Play game with no subscription. In Spiral Knights, players are not pissing away subscription fees while they wait for content to unlock. Spiral Knights offers only some minor per-month enhancements but those don't matter until you reach the higher tiers.

Also, Sab, this would not cause playtime to correlate with skill. I spent the other thread explaining to you in exacting detail why it would do the opposite. All players would have the same playtime per day, therefore any difference in advancement speed would be due to player skill. (or possibly luck, but that's a different argument that doesn't change the skill-versus-time argument)

I don't suggest this change is needed, and I don't suggest the game will be harmed if it doesn't come about, but I do think it would serve as a positive way to differentiate Spiral Knights from typical MMOs. It would certainly bring in a number of players who are currently turned off by almost the entirety of the MMO market.

Sat, 05/07/2011 - 17:54
#11
Pawn's picture
Pawn
Eek

@OP,
I'm not a fan of the idea in general, but i won't bash you for it, because everyone has the right to their opinion and to make suggestions. But i paled a little, lol, when you suggested that the cap be 20 levels, i.e. 1 run a night!!! That would be brutal--i'll never even find the recipes i want from basil, much less e able to use them! Man, at least give me like 4 runs a night :)

Sat, 05/07/2011 - 18:16
#12
Driggan
"Newton, I'm very interested

"Newton, I'm very interested - you said Kingdom of Loathing turned you off when you ran out of turns. Did you not experience the same situation with Spiral Knights? When you run out of Mist Energy you must stop playing or buy CE. If Spiral Knights wasn't so fresh I'd consider it further evidence of the non-threat of play caps."

It's true I was disappointed at first when I ran out of my first mist energy and found no free content, but even simply having the ability to buy CE meant there was the chance to continue whereas in KoL I didn't see any way to get more adventures. Later I learned about the CE system where people sell CE for crowns and it struck me as an elegant system.

Simply put, there is quite a bit of strategy and skill involved already in the system, if you look for it. A good player will get far more mileage for his 100 energy than a bad one, with a multitude of ways.

1. Skilled players won't die and have to use energy to revive themselves, or if they do die, strategic players can determine whether the cost of resurrection will be worth it. If you are at the very beginning of a level it may be worth ressurecting, or if you are quite deep and think you can handle the monsters. Since deeper monsters within a tier always give more rewards, there's some major mathing out to be done here.

2. Skilled players may try to go solo to increase the amount of materials they gather, or they may find that having faster runs with more people offsets the higher cost of energy per materials.

3. Strategic players will bring plenty of money with them in case the terminal has several loved recipes, like the Owlite shield line or Wolver line.

4. Good players will take on danger rooms because the cost per energy benefit is often worth the risk, unless you think your party will be destroyed. Another risk / benefit balance.

There may come a time, as the cost of energy rises, that the less skilled and strategic players simply cannot get enough crowns for their energy for buying it to be worth it. This skill-related soft cap is a much more positive one than the hard cap that puts veteran players in constant advantage over newer ones.

In a soft cap situation with steadily rising energy costs, smart players will find the balancing point where strategic and skillful advancement gets cut off by steepening energy costs. At this point they can either cease playing the game, lengthening the lifetime of the game for them, or pay money to advance further. Either way, it's a system where Three Rings wins while the player can have as much fun as they can afford.

Sat, 05/07/2011 - 21:15
#13
DeadLikeYou
Legacy Username
"I do think it would serve as

"I do think it would serve as a positive way to differentiate Spiral Knights from typical MMOs. It would certainly bring in a number of players who are currently turned off by almost the entirety of the MMO market."

Newton, I think you are missing the point of why people are saying its a bad idea: the game is not established enough to withstand cutting off some of its player base, the game has only been open for 1 month now. any rash action/change can risk players leaving unless it adds upon what exists (i.e. costumes, new weapons....) or it is a janitorial update. Also, this adds no new experience to the player in any way shape or form. it just changes it and changes a core mechanic in spiral knights; a player can go as long as he/she wants, it is only how long he/she wants to go. this would act in the same spirit as those "trial" games where you get an hour to play, then demands money in exchange for the progress you made in that hour. i can not recall any successful game that does this (aside from Xbox live XNA games, another beast altogether). these "features" of a "trial" are there to bait the player, then ask for money when the player may be hooked on the game. speaking from personal experience, this is so great of a fault that it would drive some to abandon it, and the company, completely. If this happened, i would do just that.

all in all, this may make spiral knights may be unique if this was put in, but it would completely drive so many away that the MMO would fail from lack of funding and players, ending up like Bang! Howdy (another game by three rings). maybe it would work if this game was more established, but its only a month old.

Sat, 05/07/2011 - 21:49
#14
Driggan
"Newton, I think you are

"Newton, I think you are missing the point of why people are saying its a bad idea"

That's not me. That's someone else! t('.'t)

Sat, 05/07/2011 - 21:51
#15
Driggan
"Newton, I think you are

Bluhhh double post?

Sun, 05/08/2011 - 00:33
#16
Raul
You are just an idiot. I'm in

You are just an idiot.

I'm in agreement with Hazel, stop making the game worse then it already is.

Sun, 05/08/2011 - 01:18
#17
sl0shie
Legacy Username
I've spent the last hour

I've spent the last hour using the search function to find godofskype1 posts. Honestly.. they never get old.

You are by far the most unintentionally hilarious poster on these boards.. keep it up!

Sun, 05/08/2011 - 02:19
#18
sabriath
Legacy Username
sirniko

> "The point (as I stated in the other thread) is that per-day limitations create a strategic choice."

The problem with that thought is you expect everyone who plays this game to be at the same level of knowledge, competency and foresight. A person may not have any of those things, and cannot "strategize" how to best use their levels/ME. Grinding in a free area will most likely yield no crowns, no heat, no items...just the experience of fighting. This will not teach them that even numbered stratums (the one after mid-terminals) yield the highest value returns in order to purchase CE and keep going. It will not teach them that using their energy to open every door is a good thing because it can yield greater rewards, but also keeping in mind at which point it would become too difficult (chance of having to revive and cost ME may risk being at a loss rather than profit).

Yes, it could take several attempts before a new player can understand well enough to profit. However, this puts him at a disadvantage because the older players already have played the game WITHOUT a hard cap...so if you impose the cap, then the older players can better strategize than the newer players. It will also keep the distance between older and newer players in wealth because older players already have their T3 gear. I'm not an old player, but I finally got my last 4* piece myself, and it took nearly 3k CE of grinding/crafting/etc. (not even 5* yet, and imagine how long it would take a new player with a hard cap to get to that point?). That length of time that newer players are "out of luck" in getting in T3 area, leaves them rummaging through T1/T2 (although you get some profit, it's more in T3)...this makes older players richer faster (widening the gap).

Games should be about equality. If a game imposes a hard cap, then you aren't really giving that equality. BUT, since the game is mostly a one-player game (having others with you is nice, but it increases the health of the enemies anyway, so you pretty much take just as long with others as you do by yourself), equality is a moot point. It's like comparing my high score in tetris to yours...who cares. If/When they ever do PvP, then the older players will most definitely triumph with this type of system.

Even if PvP never happens, hard capping the game won't make the game better...it's really not a strategic game (it really is just another nethack).

> "Maybe the MMO you work on is different? I'd like to know which one it is."

I've worked on many (technically not with the companies themselves, but more reverse-engineering and/or playing with -- WoW, Eve, Runescape, Tycoononline, StarKingdoms, MapleStory, and several others). The current one I want to program involves an extensive market system, but I know not every gamer is in to JUST economics....so I'm looking for a basic game idea that I can build it onto (space sim is played out even though I personally would love it).

> "Also, Sab, this would not cause playtime to correlate with skill."

Yes it would....again, our definitions of the word "skill" are different. Two people who play the game for 10 hours (whether it was 10 hours in 1 sitting day, or 10 hours over a 2 year period) will have the same skill for playing the game. Their individual reflexes may differ slightly, an expert gamer has a greater nack for games over a nonexpert, but those aren't skills to me, it's simply an ability. The same 2 people will know how the tiers work, how the equipment works, how energy works, and how to fight....an expert may survive longer, but it doesn't make his "skill" of the game any better (just means he has the ability to survive). In a small way, I coalesced skill and knowledge, but everything in life is knowledge...so not really that big of a deal to manage.

Sun, 05/08/2011 - 06:32
#19
Jerakal
Legacy Username
I think one statement in this

I think one statement in this thread summed up why OOO won't even consider changing the formula unless you can prove with 100% certainty it will make them more money:

"When you run out of Mist Energy you must stop playing or buy CE."

This is why they have no incentive to change the formula.

Sun, 05/08/2011 - 21:09
#20
Kaley
I'd rather not see anything

I'd rather not see anything like this implemented. I enjoy being able to play more on the days when I have time and feel like it, and less on other days. I don't think rationing my gaming time would make me like the game more, and in fact I'd probably give up on it if it worked that way - and find some other game that can fill all the hours of the day in which I'm able to play.

Certainly a play limit would force one to choose levels more strategically - but sometimes I just like to hop in and play some random level for fun, and not for some strategic reason. It's a game after all, it's supposed to be about having fun while playing and not just about maximizing returns per level.

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