Ghoosty wrote: » @Caeryl I understood what you said. I just said that I do not feel big difference between farm gold buy player, farm honor buy npc from the perspective of buying player. We have unlimited supply of gold, unlimited supply of 'iron' what can use to prepare gear. The only difference is that the player transform the material to gear or an NPC do that. Of course from crafter point of view, the difference is huge. But still exist that a rare gear created from something what can be farmed.
Ghoosty wrote: » @Caeryl We do not have any disagreement, because I do not take my vote for any either solution. I just reacted to your sentence where you said you do not want to be able to get high level gear by farming something. If you are able to buy highend gear from crafter for money, technically, you farmed the gear. I have never played with an MMO where you are able to buy highend gear for gold and I find it OK to play with it for months. So I tried to raise critical points in my original comment. (As I read it again, it is a little bit confusing). I care about health of the economy, but we have very limited information regarding what they plan. I saw in other games when a good looking thing caused big mess. If I do not see good examples but I see where can it be wrong, it crates fear in me about the game.
Ghoosty wrote: » @Caeryl I understood what you said. I just said that I do not feel big difference between 'farm gold'-'buy player', 'farm honor'-'buy npc' from the perspective of buying player.
Caeryl wrote: » “Dailies” in the way that most people recognize, as in “bonus rewards for doing a menial task for the first time per day”, cannot possibly be built into standard gameplay. The bonus comes out of nowhere, causing the first time you do it to be the single most valuable. If you have a daily of “craft three pieces of armor” and are rewarded with an 10 gold while crafting a piece of armor usually grants zero gold without player interaction, you just encourage people to spam alts for quick money. Dailies are absolutely unnecessary unless the baseline reward system is poorly designed, which should cause the reward system to be redesigned and not earn a bandaid solution that rewards people with more alts than dedication to game content. Like someone else said earlier “Anything you can do in ten minutes, cannot be significantly meaningful” nor should it be rewarded heavily with bursts of money or exp, much less real $ currencies.
noaani wrote: » ]You shouldn't look at things from the perspective of a player. If - as a developer - you put your best items up for sale on an NPC for gold (even if it is a lot of gold), then the only content you need to make is content for players to use to farm gold. There is no point putting in content that makes use of that gear - unless that content then drops better gear which would then mean that the gear on the NPC wasn't the best gear negating the whole situation.
noaani wrote: » There is no point putting in content that makes use of that gear - unless that content then drops better gear which would then mean that the gear on the NPC wasn't the best gear negating the whole situation."
Dygz wrote: » Caeryl wrote: » “Dailies” in the way that most people recognize, as in “bonus rewards for doing a menial task for the first time per day”, cannot possibly be built into standard gameplay. The bonus comes out of nowhere, causing the first time you do it to be the single most valuable. If you have a daily of “craft three pieces of armor” and are rewarded with an 10 gold while crafting a piece of armor usually grants zero gold without player interaction, you just encourage people to spam alts for quick money. Dailies are absolutely unnecessary unless the baseline reward system is poorly designed, which should cause the reward system to be redesigned and not earn a bandaid solution that rewards people with more alts than dedication to game content. Like someone else said earlier “Anything you can do in ten minutes, cannot be significantly meaningful” nor should it be rewarded heavily with bursts of money or exp, much less real $ currencies. . Dailies are bonus rewards for doing a menial task. "First time per day" is not an inherent component. I'm not sure what you mean by, "bonus comes out of nowhere". In Wizard101, players have to go to the quest giver who hands out Dailies. The reward for the first 2/5 days of the week is gold. The 3rd day is PVP arena tickets. The 4th day is crowns (embers). The 5th day is an item. The 3rd week, the 2nd day is a mystery item). At the end of the 3rd week (15 days), that reward pattern resets. My main character is on the 3rd day of the 2nd week (Day 8). My alt character is on the 4th day of the 1st week (Day 4). And they will stay there until they complete a Daily. Sure, they will immediately receive their reward without me having to return to the quest giver. But, I don't understand why that would be problematic. In Apoc, we can choose to do the Dailies or ignore them. And we receive the rewards (2000 xp) after we complete the match.
Dygz wrote: » https://youtu.be/WaNlRMaNZzg?t=1428 Q: "Will there be RNG as dailies and stuff like that?" A: "I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then, you know if... your location's gonna matter because fast travel is not a thing. Where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur."
Ghoosty wrote: » 1. In the WoW, you were not able to buy the best PvP gear from honorfarming unless you reach certain level in PvP rank. So you had to prove some skill level before you were able to get the best gear. (So pure farm is not enough) 2. In case of PvE gear, you had to do the hardest PvE content to get the best gear. It was souldbound. (Can't farm at all.) 3. In a world where a crafter can have the recepie for the best gear the question to get the gear is only the amount of gold and some knowledge who is the person who is able to create that gear. (purely farm gold) The first 2 mechanics can't ruin the economics because they are outside from it. The 3rd option is the most complicated. If production is depend on raw material in this case there will be extreme amount of best gear on the market, because once the crafter get the recepie, can produce it limitlessly. (Nobody want it) So we have to limit it somehow. One solution is that you need special material to craft the gear. From that point the question is how can you obtain that special material? If you receive it from raid bosses, at the beginning it will be limited, for the person who defeat the raid bosses. After they have the needed amount they will sell it. From that point the there will be more and more special material on the market so the best gear will be cheaper and cheaper. So for healthy economy you have to do something to handle the situation. (I do not want to design a full economy systems so I stop here.) As you can see, once the receipt is available the situation become more and more near to the situation where you can buy the best gear for gold from NPC for lot of gold. I would like to emphasize that I do not want to have the situation that you can buy best gear from an NPC for tradeable currency (usually it is gold).
Maybe I am the exception, but for me the gear is the tool to beat the hardest content, not the goal. So I do not do the PvE content to get gear, I get the gear to be able to beat the content.
Ghoosty wrote: » Regarding PvP, I like it less than PvE, but I gladly participate in any PvP content. My issue with it that I want to do PvP activity to get PvP gear. If they manage to need the same gear for PvP and PvE, I will be OK. They plan that, but I have a huge question-mark about it.