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Dz131

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Posts posted by Dz131

  1. Just now, Nanolathe said:

    Just be removing the purple drops from the AH doesn't really do anything though. Grinding for drops or grinding for cash to buy the drops is still grinding. Removing them just makes the process longer.

    The same argument can be used for using cheats in a single player game to instantly have end game gear.  The longer road is usually the more fulfilling one.

    • Confused 1
  2. 22 minutes ago, Rathulfr said:

    Then I suggest you return to those more successful games, as it appears that's what you really want.  Many of us in this "unsuccessful" game would not welcome such a change.

     

    "But mom, all the other kids are doing it!" is never going to win arguments.

     

    However "But boss, all the other companies are doing it!" wins tons of argument.  The difference being that companies spend much more resources on their decisions than any kid every will.  

  3. 1 minute ago, Nanolathe said:

    I'm still not sure if you've explained why this system is preferable. A sense of accomplishment is a very nebulous and subjective stick to measure by. A sense of progression is maybe a bit more measureable. Number go up, and all that. But for what purpose should the number go up further than it is at the moment?

     

    Surely for more progression the HC Devs would be better off adding more Incarnate systems and content rather than hobbling a player's capability to acquire purples? 

    I think if the game was still live this without a doubt had already happened.  The idea is to always add progression to a game.  The problem is that progression is currently too easy/non existent in HC.  Erasing purples would have been a pretty harsh fix, I agree.  The other options is to constantly churn out more 50+ content which is what happened on live but not very feasible here I think, or drastically limit the money supply so that in it self becomes the hurdle to going from fresh 50 to decked out in a heartbeat.

  4. Just now, Rathulfr said:

    Then I suggest you return to those more successful games, as it appears that's what you really want.  Many of us in this "unsuccessful" game would not welcome such a change.

    Ding ding ding!  I was wondering how long it would take to get a "then quit and play something else" post.  I was expecting there to be at least one on page 1 tbh. 

     

     

  5. 3 minutes ago, ShardWarrior said:

    The system already exists - it is called the Auction House.  Sell price is determined by the market.  If you are trying to sell something for a "stupid price", then no one will buy it and you will need to adjust your price accordingly to make a sale.

     

    This game is already 16 years old and there are still people playing it.  I think this tosses your entire idea out the window.

    There are far more MMOs with the system I proposed (Soulbound/Account bound item).  It obviously is the more successful system.   

  6. 8 minutes ago, Tyrannical said:

    Longevity? Son, the game was dead for 10 years, that doesn't speak much for longevity.

    This is true.  Obviously the devs made some mistakes with the game (I think the game being too easy is one of them, thus the scramble for 50+ content towards the end).  If CoX had met certain metrics it would still be around offically, no matter if Korea likes it or not.

  7.  

    2 minutes ago, ArchVileTerror said:

    Ok, 131 . . . this is going to sound really fucking cheeky on my part, but what I'm about to propose to you is serious, okay?

     

    Go read the entirety of:  https://forums.homecomingservers.com/topic/12155-going-forward-can-we-have-more-things-that-mean-something/

     

    Not just the initial post; The Whole Thread.

     

    It will take you some time, but it will be well worth it.

    I read the first post which is asking for pretty the same thing: things you can invest time to earn instead of basically given to you (though to a lesser degree).  I imagine the thread is going to be like this thread, which is people telling the OP why he's wrong. 

     

    What I posted is a suggestion, in the suggestion forum, of something that I think will make the game more enjoyable.  If it's the wrong audience, so be it.  It ultimately doesn't matter.  The game is dead any way, so private servers can do as they please.   They can start everyone with a lv50 and the best gear if they want.

    The old devs were shifting in the way I suggested, by having more gear you have to earn instead of given handed to you (eg. incarnate costume pieces, at least when I played), if Homecoming doesn't want to go that direction that's obviously up to them.

  8. 1 minute ago, Oubliette_Red said:

    So we should then slow down level progression then, based on your theory?  Players can get to 50 in a matter of hours. I find that too easily obtained. They should slow down progression, it's a valid way to add longevity to the game.

     

    /endsarcasm

    100%, I don't think PL toons to max in a span of hours is ever considered healthy in an MMO

  9. Like I said before, if the players don't like the idea, that fine.  But there's no arguing it is a valid way to add longevity to a game.  The highest power items and skills are the most scarce and require the most time investment, which in turn leads to a feeling of accomplishment when you reach it.  This is literally the system in pretty much every RPG, let alone MMORPGS. 

     

    Right now the highest level items are too easily obtained in CoX.

  10. 6 minutes ago, ArchVileTerror said:

    I doubt I'll ever even get to -see- a Purple, let alone slot them . . . and even I shall say:  This is NOT the way to add longevity to the game.

     

    Content which gives the players opportunities to personally express themselves will provide longevity.  ie:  Improved Base building and sharing tools.  Improved AE.  Improved character customization and costumization.  Additional content, preferably designed to provide adaptive and reactive outcomes.

     

    Adding distant goals would interest -some- of the players, but not all of them.  Making an existing goal which is presently obtainable and twisting it into something distant would frustrate many players and encourage them to -leave,- not stay.  

    I would say that's true that player expression features does add longevity to the game, but so does character progression.  Usually successful games, single player or multiplayer, have plenty of both (FF14, Skyrim..etc), and it is a worth while accomplishment when you do achieve it.  Right now character progression is a very short road once you reach level 50 in CoX.  This like I said before is caused by cheap inf + the ability to buy exactly what you want when you want.

     

    I think the only issue is the point you highlight about making the change to the existing system, might be too harsh.  So my next suggestion would be to make new items that are created scarce instead of already existing items.

    • Like 1
  11. 3 minutes ago, RubyRed said:

    So... the AH? Unless you meant that they should only be sold to vendors, which just seems wasteful. Why make them even more rare than they already are?

    "Stupid" price is entirely relative to the market. If people are buying them for the prices listed, then it's not stupid. Heck, without purples people wouldn't have much to do with the billions of inf they're sitting on.

    No, the focus of the idea is that they;re not transferable between players.  So nothing like AH

  12. 2 minutes ago, ShardWarrior said:

    Purples in the AH are from drops.  I know this because I put several of them up for sale.  What do you suggest people do with purple drops they get that they cannot use?  Delete them?

     

     

    There would be a system in place that should allow you to sell them for a high but not stupid price.  They should be account bound and used for alt as well, but should not be tranferable between players.  Edit: and of course converters

  13. It gives the game longevity. This is the exact lesson Diablo 3 learned with the auction house.  People get bored quickly when you can buy the best loot and there's nothing to strive for, hence the constant calls for more content.  As of now the best way to gear up in CoX isn't to play the character, it's to roll a farmer and buy everything you need.  I think this is the opposite of the way the game should work.  

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