Sweatycup wrote: » If bob works for 7 days a week and john only works 3 days a week, they both work the same job, obviously bob is going to make more. It's no different. Now i'm not saying there isnt a system that could be built in a game that can properly level out that playing field, i just don't know of one.
SongRune wrote: » Sweatycup wrote: » If bob works for 7 days a week and john only works 3 days a week, they both work the same job, obviously bob is going to make more. It's no different. Now i'm not saying there isnt a system that could be built in a game that can properly level out that playing field, i just don't know of one. I am willing to say that. If spending more time or having more skill (either works) provides some reward, then people who invest that time or skill have more of that reward than those who do not. The question is only this: Is the reward meaningful? If it's not, it's not really a reward is it? If it is, then people who earned it (through whatever method) have something meaningful that others do not, and this will always make some of those others unhappy. The only questions that truly matter therefore are: 1. Can you provide a reward that is only meaningful to the type of person who is both able and willing to invest in it, and not meaningful to others? 2. Do you want to reward people at all? From there, it's just a question of "how much?", and that will always be subjective. The simple problem is that "able to invest" is always going to be different between time-casual and time-hardcore, and between skill-casual and skill-hardcore players. You will always have "interested, willing, but unable to invest", regardless of what that investment is. And that player will always be unhappy. What investments do you want to reward, and with what? No matter what you choose, there will always be people who are unable to invest as much as others. If you want your game to contain rewards at all, this is something you have to accept.
CROW3 wrote: » It’s an interesting concept, @NiKr - how would you avoid cutting into the crafting market? Do any augments to the gear automatically disappear, or are they subject to the overall degradation %? Would donation be restricted to only other players (e.g. not alts)? Just within a guild? A node?
Ferryman wrote: » Definition of casual, core and hardcore player is more complex today because so much has changed in past 20 years, for example. Thus, researchers have tried to find new ways to define players. Here is one definition model which might need a little bit chewing. Anyhow, according to this research most of the players can be consider as "casuals" who plays games more like a filler when they have time for that. Therefore, this audiance is reasonable to take into consideration as well.https://www.google.com/amp/s/www.techspot.com/amp/news/80094-hardcore-casual-no-longer-adequate-defining-gamers-research.html
Dygz wrote: » Ferryman wrote: » Definition of casual, core and hardcore player is more complex today because so much has changed in past 20 years, for example. Thus, researchers have tried to find new ways to define players. Here is one definition model which might need a little bit chewing. Anyhow, according to this research most of the players can be consider as "casuals" who plays games more like a filler when they have time for that. Therefore, this audiance is reasonable to take into consideration as well.https://www.google.com/amp/s/www.techspot.com/amp/news/80094-hardcore-casual-no-longer-adequate-defining-gamers-research.html I mean - those are definitions for gamers, rather than players.
Dygz wrote: » Not really. Those gamer personas are meaningless in terms of helping me understand the playstyles of people I'm playing with in-game and who I'm likely to enjoy playing with in an MMORPG.
Dygz wrote: » Don't even need a system for that, though. Just do it. Feels good to help other people with donations. That's all the reward that's needed. Pay it forward.
Dygz wrote: » CROW3 wrote: » It’s an interesting concept, @NiKr - how would you avoid cutting into the crafting market? Do any augments to the gear automatically disappear, or are they subject to the overall degradation %? Would donation be restricted to only other players (e.g. not alts)? Just within a guild? A node? Don't even need a system for that, though. Just do it. Feels good to help other people with donations. That's all the reward that's needed. Pay it forward.
NiKr wrote: » As much as I agree with this sentiment and will be doing just this in the game, I know for sure that the majority of people won't be doing this. Especially not for random people on the server. You might pass down your old gear to a trusted guild member, but distributing a ton of gear to a ton of people is something only the very generous and "those who RP a good guy" people would do - and those are a rarity. A system like the one I suggested would just add motivation to sharing your stuff with others. Just like social structures will have rewards for climbing their ladder instead of just going "oh well, you can just go RP as a thief. I bet that's gonna be enough for you". Yes, pure RP would be enough for a few dozen people on the server, but everyone else wouldn't participate in that part of the game if there weren't augments and other potential rewards within the system.
Dygz wrote: » It's not pure RP. It might not be something that hardcore extremists do. I dunno how actually passing the gear you've acquired to others equates with merely RPing theft. Especially within guilds. I also don't understand the conncection between climbing the ladder of social structures and RPing a thief. Do you mean joining a Thieve's Guild Social Org?