CROW3 wrote: » Noaani - Just to point out the obvious, Intrepid has not turned a profit for years, and won’t for a few more years, and they still exist. I get what you’re saying overall, but worth mentioning.
Noaani wrote: » If Intrepid hadn't taken in more money than it had spent (even if from Steven), then they wouldn't be able able pay their staff.
George_Black wrote: » Rhel wrote: » The one thing that makes me lose interest in a game would be having to log in everyday to stay caught up. I want to be able to take a break and play something else without having to worry about being horribly behind when I return. Ye... dont play mmos
Rhel wrote: » The one thing that makes me lose interest in a game would be having to log in everyday to stay caught up. I want to be able to take a break and play something else without having to worry about being horribly behind when I return.
CROW3 wrote: » Noaani wrote: » If Intrepid hadn't taken in more money than it had spent (even if from Steven), then they wouldn't be able able pay their staff. Heh. Not necessarily. It would just be a cost center. Plenty of companies operate ok and lose money for years.
JustVine wrote: » Operating expenses are separate from profit. You pay bills in a certain order. It is possible to operate at a loss and stay in business (usually through debt.) It is possible to operate at break even and make no profit. You are confusing revenue/income and profit.
Vhaeyne wrote: » I will leave in a heartbeat if I see them doing something that clearly incentivizes alts accounts when less alt account friendly options could be used.
Noaani wrote: » Curious. What is your take on someone getting a second account for a second freehold? To me, this is the only real in-game incentive for a second account. Most other incentives are not in-game (challenge of multi-boxing and spying on rival guilds come to mind immediately).
Vhaeyne wrote: » If the devs choose to make it so that my reasonable course of action is to own multiple accounts, then I am out.
Vhaeyne wrote: » @JamesSunderland I just left "Dual Universe" due to the alts account advantage thing. A game I loved and supported since their Kickstarter. They basically put in a system that clearly made it so that having more alts accounts makes it, so you can make a lot more money per week. I will leave in a heartbeat if I see them doing something that clearly incentivizes alts accounts when less alt account friendly options could be used.
Vhaeyne wrote: » @Noaani I get that gardening should be a thing, but it would make the most sense to me if the best plants were out in the world as something to be fought over. Let's say the game launches with 5 tiers of mats. The stuff you can grow on your freehold should be limited to tier 1 or 2 and the remaining three tiers should require time and effort to find in the open world. Growing stuff would still be valuable, but not as valuable as actually doing real work. Herbalism, cooking, and alchemy are all still valuable skills, but passively harvesting should not be the end game. At least that is what I am hoping for.
Vhaeyne wrote: » @Noaani I was stunned to learn that there were people on the Dual Universe forums with "40 alt accounts". Keep in mind that this is a voxel based "block game" we are talking about. I never even considered the game to be competitive, but I guess I was naive. I would was expecting the number to be maybe 3 or 5 alt accounts for a game like DU and maybe 5 to 10 for a game like ArcheAge... again I maybe be naive. That said, I do hope the caravan system is helpful in making it so that things require actually in game play time to make things valuable. Still, I would want the top tier plants to be out in the world. I know part of the design idea is to have low tier mats be used to make high tier mats anyway. So even if you can't out right grow the best plants, you should be able to build them up into top tier mats with processing and crafting.