Vhaeyne wrote: » @Nerror I'll meet you halfway at two weeks. That way, the items that are season locked in the economy don't get too crazy. We don't know too much about it, but that's my main concern. Otherwise, I agree. I would like to watch the seasons change over time.
CROW3 wrote: » Well, the calendar seasons are entirely arbitrary anyway…so 3 months v. a week in a game - it’s all the same.
Luthienstorm wrote: » I look at it this way. If you make a mistake in a season it could cost you a whole month, before you have another shot. or at least 3 weeks. Are you willing to turn that one mistake into a six week mistake? I like the idea of two week seasons, but when I think of mistakes...I'm worried it might turn people off. You're suggesting one month, so there might be an objective that your guild failed to achieve and you want to make them wait 3 months to try again?
Sylvanar wrote: » In my opinion the seasons should be a month long. Why? - That way there would be 3 whole rotations in a year, which is not that low of a number. - Give ample time for less active players to farm up stuff. At least as per their needs if not for trade. - As seasonal goods wont be available for 3 whole months after the season for an item ends, it will have visible impact on the economy as players simply cannot wait 3 months for something to be cheap or available again. - The above mentioned possibility of affecting economy and being able to participate in 'guaranteed' trade will increase trade related PvP compared to having a 1 or 2 week long seasons. - As the seasons would be longer players will get settled and then the change will feel more pronounced. Shorter periods might lead to making them feel cosmetic. These are just my thoughts.
CROW3 wrote: » Kinda nice to have a sub fee that’s only $15 a year though. 🤪
Luthienstorm wrote: » I look at it this way. If you make a mistake in a season it could cost you a whole month, before you have another shot.
pyreal wrote: » I also feel a short duration to facilitate 'not penalizing' a player is a poor reason. This isn't Farmville. Mechanics shouldn't be molded by a 'avoid consequences' mentality. Thats how shallow and forgettable features get made.
akabear wrote: » Just to put something different into to mix. (Shift work during L2 days, one boss on a 1 month cycle was not able to be attempted for 5 months, if only there was some variance in cycle) Perhaps the seasons do not follow a strict 1 week cycle but perhaps follow a broader schedule of incrementally different lengths over a much larger cycle 1st - 6 days x4 / 24 days 2nd - 8 days x 4 3rd - 12 days x 4 4th - 8 days x 4 then cycle repeats Mix it up for variety, allow those who have real life schedules to have opportunty.
McMackMuck wrote: » ... or encourage the practice of stockpiling resources in a node making them worth sieging.