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All posts created by Flari-Merchant

Flari-Merchant
BTW Duffy(and everyone else), thanks for humoring me with the info that I ask for and you have some knowledge of. I am aware that I appear to be bouncing off the walls. Just trying to stretch the limits of what is the "regular way" of doing these things to see if there is an irregular way that might allow some progress. As well as wanting SOME kind of changes that will add a little excitement and hardship to us players. Make things interesting for a little while.
Flari-Merchant
Who the heck is paying for this? And if they are and have SOME of the funds lined up… why not shoot for a few features that might bring interest back and get some subscriptions? You know, make it more attractive as "having a great shot at making it big" to other investors.
Flari-Merchant
Have to wonder if for now it wouldn't be better if we all played (still competitively) as Companies, from ONE NPC city, with our holdings being out there gathering the stuff we will need to build Keeps and Banks and Taverns, with one central Auction House and PVP impossible in the One City District(except feuds) but open everywhere else.
Flari-Merchant
Also, why is this particular endeavor(small Indie Development Setup and Scale) just about the ONLY such that had a Kickstarter beginning and NO Crowdfunding Campaign Follow Up/Continuation?
Flari-Merchant
What is a ball park figure for monthly operating costs for a situation like GW and the available game they offer with the small 2-3 person team we believe that they have?

Anyone have even a realistic idea?
Flari-Merchant
@ Edam
You are right that Durability does not fit right in a specific discussion on inflation and coin sinks. It would help with economic activity. It would create some % higher demand for gear than there is now.

Just as I will not judge how you can burn through gear so fast, I really would like you to not be trying to categorize(into your narrow judgments) why someone might want durability of gear reduced. For one, I would like to see the various AH a bit more used and useful. I am not even a merchant myself, but I know that an active economy(while not necessarily a healthy one just because) is better than a dead economy.

You have to have churn or the ability to craft or the xp climb of the crafter is a short changed skill tree. A useless or severely marginalized skill path.
Flari-Merchant
@ Lisa

Hi Lisa. Anything that you can update us on? Can you tell us if you are considering looking for investors outside of NewCorp? I have heard that even semi successful small Indie MMOs are cash cows. I am bewildered why an investor can't be found for such an opportunity.
Flari-Merchant
The Eternal Balance
Th ability to *keep one's word* (i.e. do what one says one will do) is integral to running a successful anything, and especially important in upholding the trust others place in you.

In this, and many other instances, Lisa and this game have failed.
Is there real need to be unfriendly? Does it really help?
Lisa
I plan to update everyone again at that time.
Technically different than "will". Certainly enough that being insulting has no place.

Just splitting hairs here but I am more than willing to give someone the benefit of the doubt. This is besides the fact that it is still exactly 2 weeks passed at midnight here… or about 6 n 1/2 hours until that time is passed.
Flari-Merchant
Edam
Bringslite of Oz
Influence is really just a small thing that could be replaced. Replaced with something that is REALLY needed, like a coin sink.

Introduce casinos where the house (game) takes 10% smile
+1
Yet I can't help but feel that cutting durability to 1/2(at least in T1 and T2), reducing the amount of "magical coin" dropping from mobs, and a few other things would be more likely to be legal.
Flari-Merchant
Paddy Fitzpatrick
Bringslite of Oz
I also realize that is was not designed originally with F2P or B2P or "freemium" play in mind…

Well that's the crux of it all.

If your game design aint made for it, then switching models without a do-over of core mechanics wont work.
Let's not get stuck on the belief that The Influence part of the combined systems is indispensable to the whole. It doesn't seem that way to me. A simple number could limit the allowed amount of holdings per company. Another cost(such as coin) could be the "meaningful choice" made to declare feuds and/or to company hop to get to larger numbers for any feud.

Influence is really just a small thing that could be replaced. Replaced with something that is REALLY needed, like a coin sink.