- Feb 20, 2018
- 607
- 391
After reading all this text of the night I'm mitigated.
Clearly, ImperatorAugustusTertius, you know perfectly the game and are patient but finally, without offense, what you prove is that if a player knows perfectly the mechanics he can succes. But, is it the objective of a game? In my mind the objective of a game is to have fun, not to satisfy my ego.
I tilted on one phrase from Hamakabula : "There's no room to experiment, there's no room for error or choice". It's exactly the problem from mostly all players, except a few very hardcore ones.
In such a game "try, fail and learn from errors" would be the standard, whatever the gameplay used. Here you can't because the game became more a "money management" than a slave training one. Money would not be a problem but having money would be just some sort of help, nothing more.
The core of the game would be the reputations :
- training very well slaves would permit you to up the guild rep
- being able to train slaves asked for by residents would permit you to up in locations. Point! All other things would be annex.
If a slaver is not able to win these two goals he will vegetate, there is no logical reason he will sink, at least so quickly as it is for now, or ....... it's not a sandbox game, it's a challenge.
Playing and winning don't only mean beeing able to rush, just beeing able to complete the objectives, whatever the manner or the time and whatever the difficulty. Some player like to min/max and/or rush, some player like to try and learn. A sandbox game must permit all that.
If the main problem of the living expenses is not quickly solved you'll finish with a very small community of some sort of masochist hardcore competitors, not with a community of players.
To resume just some opinions/proposals on the money problems :
- drastically reduce the living expenses to make them something player solve on the fly while playing
- drastically up the item costs (at least the better ones). Buying good items must be challenging.
You want to play cool without challenge, you don't invest. You want to play better, grind your skills. You want to climb the curve more quickly, grind skills and money. Once again, more choices of gameplays, more fun in the game...
Clearly, ImperatorAugustusTertius, you know perfectly the game and are patient but finally, without offense, what you prove is that if a player knows perfectly the mechanics he can succes. But, is it the objective of a game? In my mind the objective of a game is to have fun, not to satisfy my ego.
I tilted on one phrase from Hamakabula : "There's no room to experiment, there's no room for error or choice". It's exactly the problem from mostly all players, except a few very hardcore ones.
In such a game "try, fail and learn from errors" would be the standard, whatever the gameplay used. Here you can't because the game became more a "money management" than a slave training one. Money would not be a problem but having money would be just some sort of help, nothing more.
The core of the game would be the reputations :
- training very well slaves would permit you to up the guild rep
- being able to train slaves asked for by residents would permit you to up in locations. Point! All other things would be annex.
If a slaver is not able to win these two goals he will vegetate, there is no logical reason he will sink, at least so quickly as it is for now, or ....... it's not a sandbox game, it's a challenge.
Playing and winning don't only mean beeing able to rush, just beeing able to complete the objectives, whatever the manner or the time and whatever the difficulty. Some player like to min/max and/or rush, some player like to try and learn. A sandbox game must permit all that.
Seriously? Which sort of game do we speak of here? A slave training game or a zoo management one?Living expenses can be reduced. If you find that you don't have enough savings to pay the bills for more than one decade, then you can cancel the rent until you save up enough to cover your expenses for a longer project. Producing more valuable product will increase your cashflow, so you can afford more expenses. Supplemental income also helps, but again, is optional.
If the main problem of the living expenses is not quickly solved you'll finish with a very small community of some sort of masochist hardcore competitors, not with a community of players.
To resume just some opinions/proposals on the money problems :
- drastically reduce the living expenses to make them something player solve on the fly while playing
- drastically up the item costs (at least the better ones). Buying good items must be challenging.
You want to play cool without challenge, you don't invest. You want to play better, grind your skills. You want to climb the curve more quickly, grind skills and money. Once again, more choices of gameplays, more fun in the game...