Glorious Alpha Two Testers!

Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.

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When the economy has been broken, why don't they wipe items and not player XP?

MissionCreepMissionCreep Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
This is a real question, not a rhetorical one.

Is it because the broken economy allowed people to level faster than they should have? But the cap is only 25. Maybe that's more of a problem when you reset the economy from scratch but some people have a lot of "extra" Crafting XP.

I have nothing to lose at this time, as I didn't play this most recent server/phase. In fact, it's the ONLY one I didn't play at all.
I've played multiple iterations since the Kickstarter, so it's not like I haven't played. I just got tired of the resets and the game's extreme fluctuations, and generally just got worn out by the repetitiveness after playing through many phases. But I have tested a lot up until this phase.

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Obviously only they know and anything I say is massive speculation based on how I think game economies are supposed to work, but overall main reasons I would assume are...

    1. They need to test progression and FTUE exploits more than they need to test the dynamic between new starters and established players, at this time (either because the progression/up-down interactions aren't finalized, or because they decided to check by changing some fundamental things in processing)
    2. They don't intend to change the tendency/capacity for top level players to dominate, so forcing everyone to restart would mean they can get clearer data on how exactly that dominance is achieved rather than how it is maintained.
    3. They realized they can't refactor 'legacy' item values without a full reset (I can expand on this one a lot even as someone who hasn't played by referencing other games, but I'll leave it at that unless someone really cares)
    4. As you said, Artisanship progression achieved during a timing when Artisanship is different would allow certain 'skips', which might mean that unfortunately crafting and/or processing are somehow about to become even more adversarial, but this would make sense, because if they didn't want it to be adversarial to most players, why would it be in this shape, for this long?
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
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