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Darkfall 7-Day $1 Trial

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  • DraemosDraemos Member UncommonPosts: 1,518
    Originally posted by Axehilt

    Originally posted by Kasmos


    Really? What design are you talking about? The best PvP experience of any MMO on the market right now , which of course is my opinion, but many others share it?
    What in the hell are you talking about?  How did they "game-design" themselves into a position where a $1 7 day trial is the best possible option?



     

    AFK-gathering mostly.  In WOW, given unlimited computer power and free trials, I can run maybe 2-3 Miners at reasonable efficiency.  In Darkfall, I could probably run 10-15 Miners. 

    That's a huge difference.  Free trials would significantly (and negatively) affect DF's economy, and basically punish players who didn't participate in the degenerative activity of mass-trial-farming.

    This is the result of two main decisions:

    1. The decision to include gathering at all.  My personal opinion of "best PVP MMO" (shared by many players) is Planetside, which shares many similarities with Darkfall except it's focused on PVP.  It also lacked gathering/economy.  I enjoy these activities in games, but in Planetside (and, I feel, in Darkfall) it didn't really make sense and simply distracted from the fun.

    2. The decision to have gathering be AFKable. (the reason gathering "distracted from the fun")  "Click this button and do nothing" is really the worst form of non-gameplay which can exist in a game, but it becomes particularly degenerative when it profits players to do so and you are considering offering free trials for your game.

    What could they have done different?

    • Not include crafting/gathering if they're not committed to making it fun.  Just doesn't make sense to me as a designer to make economy be a fairly critical part of the game, and then not make economy be a fun part of the game.
    • Have gathering be any activity which requires you to actively be at your computer making interesting decisions.
    • Even "click this button and go do something" would be a few steps in the right direction.  Like if herb nodes started as empty farm plots, and you walked up and clicked to "plant" herbs there.  Only one growing node at a time per player.  You could go do anything you wanted to in the ~10 minutes the node would take to grow, but of course someone could come by and steal it so you'd probably want to remain fairly close.  (of course this also runs into the issue of so much of DF's land being empty of useful/fun things to do while you wait.)  The node might even "cost" herbs to plant, take a while to break even, then continue growing for a profit in seeds up until a certain point (but be harvestable at any point in the growth)

      But this isn't even among the better ways the problem can be solved, really.  To really solve the problem you want something where playing the game is necessary to harvest, so that a bunch of trial accounts aren't going to significantly increase your gather rate (and yes, the fact that you could mine with 2-3 characters simultaneously in WOW shows that even its implementation of gathering isn't an interesting enough activity to fully solve the problem.)



     

    Gathering and crafting is an integral part of making a sandbox environment fueled by player created items work.  Not including it would degrade the overall quality of the game. 

    There is no such thing as interesting decision when your gathering.  I challenge you to come up with a mechanic that makes gathering interesting for more than a day.  Anything you can come up with that is "interesting" will soon degenerate into "tedius" and then into "OMG I HATE GATHERING".   The closest thing to an actual interesting gathering mechanic already exists in Darkfall, which is full loot PvP.

     

    The reality is that gathering as it is in the game provides an opportunity to advance your character when you otherwise would not be able to actively play.  In works in that scenario, and doesn't detract from the "focused PvP" aspect of the game.  Most people gather when they are preoccupied with some other activity that would otherwise keep them from playing the game. This is unlike WoW, where you have to spend your active play time doing something you generally hate.

    If your trying to argue that a WoW (like)  gathering system is better than Darkfall.  I think you're likely to find few people that agree with you.  Nobody enjoys actively seeking out nodes in WoW.  It's a chore and nothing more.

    The $1 cost has many functions.  Yes, deterance towards creating an army of miners is one of them.  It also reduces gold farmers, it reduces players creating trial accounts solely to harrass other new players, it reduces the concept of keeping multiple trial characters as a means of scouting large portions of the world, it reduces assholes that will undoublely join the game just to spam chat with how much they hate the game, etc etc etc

    They didn't "game-design" themselves into a bad decision.  The choice is very logical and makes perfect sense.  Anyone who is actually serious about trying the game and is actually capable of making monthly payments (via CC) won't think twice about dropping a dollar on the product.   Anyone thats bitching about it very likely isn't interested in the game in the first place, is looking to abuse the trial system, or doesn't have the means to pay a monthly subscription anyway.

  • AnnwynAnnwyn Member UncommonPosts: 2,852
    Originally posted by pepsi1028

    Originally posted by Brif


     
    Well I don't pay for my single player games



     

    And people like you kill the PC gaming industry.  If you can't afford a game, don't play games.  Pay your dues and help the industry

     

    Don't waste your time on this. It's like saying to a smoker: "Smoking is bad, you'll get lung cancer".



    1:He's fully aware of it.

    2:He doesn't care.



    The End.

  • pepsi1028pepsi1028 Member Posts: 471
    Originally posted by MadnessRealm

    Originally posted by pepsi1028

    Originally posted by Brif


     
    Well I don't pay for my single player games



     

    And people like you kill the PC gaming industry.  If you can't afford a game, don't play games.  Pay your dues and help the industry

     

    Don't waste your time on this. It's like saying to a smoker: "Smoking is bad, you'll get lung cancer".



    1:He's fully aware of it.

    2:He doesn't care.



    The End.

    Good analogy :]  That actually was right on with the topic!

    †Pepsi1028†

    PEPSI!!!!!
    Get out of your box already...

  • AnnwynAnnwyn Member UncommonPosts: 2,852
    Originally posted by Draemos

    Originally posted by Axehilt
    AFK-gathering mostly.  In WOW, given unlimited computer power and free trials, I can run maybe 2-3 Miners at reasonable efficiency.  In Darkfall, I could probably run 10-15 Miners. 
    That's a huge difference.  Free trials would significantly (and negatively) affect DF's economy, and basically punish players who didn't participate in the degenerative activity of mass-trial-farming.
    This is the result of two main decisions:
    1. The decision to include gathering at all.  My personal opinion of "best PVP MMO" (shared by many players) is Planetside, which shares many similarities with Darkfall except it's focused on PVP.  It also lacked gathering/economy.  I enjoy these activities in games, but in Planetside (and, I feel, in Darkfall) it didn't really make sense and simply distracted from the fun.
    2. The decision to have gathering be AFKable. (the reason gathering "distracted from the fun")  "Click this button and do nothing" is really the worst form of non-gameplay which can exist in a game, but it becomes particularly degenerative when it profits players to do so and you are considering offering free trials for your game.
    What could they have done different?

    Not include crafting/gathering if they're not committed to making it fun.  Just doesn't make sense to me as a designer to make economy be a fairly critical part of the game, and then not make economy be a fun part of the game.
    Have gathering be any activity which requires you to actively be at your computer making interesting decisions.
    Even "click this button and go do something" would be a few steps in the right direction.  Like if herb nodes started as empty farm plots, and you walked up and clicked to "plant" herbs there.  Only one growing node at a time per player.  You could go do anything you wanted to in the ~10 minutes the node would take to grow, but of course someone could come by and steal it so you'd probably want to remain fairly close.  (of course this also runs into the issue of so much of DF's land being empty of useful/fun things to do while you wait.)  The node might even "cost" herbs to plant, take a while to break even, then continue growing for a profit in seeds up until a certain point (but be harvestable at any point in the growth)

    But this isn't even among the better ways the problem can be solved, really.  To really solve the problem you want something where playing the game is necessary to harvest, so that a bunch of trial accounts aren't going to significantly increase your gather rate (and yes, the fact that you could mine with 2-3 characters simultaneously in WOW shows that even its implementation of gathering isn't an interesting enough activity to fully solve the problem.)



     

    Gathering and crafting is an integral part of making a sandbox environment fueled by player created items work.  Not including it would degrade the overall quality of the game. 

    There is no such thing as interesting decision when your gathering.  I challenge you to come up with a mechanic that makes gathering interesting for more than a day.  Anything you can come up with that is "interesting" will soon degenerate into "tedius" and then into "OMG I HATE GATHERING".   The closest thing to an actual interesting gathering mechanic already exists in Darkfall, which is full loot PvP.

     

    The reality is that gathering as it is in the game provides an opportunity to advance your character when you otherwise would not be able to actively play.  In works in that scenario, and doesn't detract from the "focused PvP" aspect of the game.  Most people gather when they are preoccupied with some other activity that would otherwise keep them from playing the game. This is unlike WoW, where you have to spend your active play time doing something you generally hate.

    If your trying to argue that a WoW (like)  gathering system is better than Darkfall.  I think you're likely to find few people that agree with you.  Nobody enjoys actively seeking out nodes in WoW.  It's a chore and nothing more.

    The $1 cost has many functions.  Yes, deterance towards creating an army of miners is one of them.  It also reduces gold farmers, it reduces players creating trial accounts solely to harrass other new players, it reduces the concept of keeping multiple trial characters as a means of scouting large portions of the world, it reduces assholes that will undoublely join the game just to spam chat with how much they hate the game, etc etc etc



    First I completly agree with you on how players would perceive an "enhanced" version of crafting in the long run.



    But the 1$ does not discourage Gold Farmers/Sellers in any way shape or form. Gold Sellers are known for buying and subscribing several accounts at the same time and even buying new accounts whenever their account is banned. BUT, the current Full Loot PvP itself is enough to discourage several Gold Farmers, the price of gold for US $ is extremely high too, making this practice almost stupid and pointless.



    As for multiple miner accounts, in the long run, it's better to have 1 subbed alt account for crafting and harvesting, mainly because a higher rank in harvesting is a lot more efficient, you also don't need 12 different computer to run each client. DarkFall is already pretty heavy on the CPU.



    In fact, the 1$ Trial doesn't do much. It's more of a psychological barrier meant to keep "tourists" (to use Syncaine's expression) away from the game or simply reduce the influx of players joining the game, causing heavy load on the server, and thus causing a bad gaming experience (Lag) for Paying Customers (Subscribers), which Aventurine would like to avoid.

  • Cik_AsalinCik_Asalin Member Posts: 3,033

    Hah!  Did i see someone complain about spending $1 for a 7-day trial of a game?  lol  pathetic.

  • zultorzultor Member Posts: 2

    Wow a lot of ignornace here.  

    Only a few people seem to understand that the $1 charge has one purpose and that's to identify the user.   With cc fess I doubt the company is getting any real money from the trial fee.   With the $1 charge you are also forced to put in a billing address which, along with the cc number, is actually verified.   This means that if they see someone (or group of people) abusing the trial they have a more effective way of daling with them (ban the cc and address).    This means no more accounts linked to t hat cc number as well as no more accounts linked to that billing address.   If they did what most games do and simply ask for an email address they loose the effectiveness of their bans.   For a game like Darkfall the abuse of "disposable" accounts can have a lot more significant than other games.

    A good byproduct of this is it ensures that people who play the trial are able to buy the game.   Imagine playing the game for 7 days and getting into it then trying to pay for it and having the issues all of us had with their billing system or finding out that your payment method isn't allowed (gamecards, etc).   This game has (or at least had) one of the worst billing web pages/processes I have ever seen.    I had a problem buying the game since my cc has Jr after my name.   It kept rejecting the charge until I removed the Jr.   I have never had that problem with any other online purchase. 

  • PsalmsPsalms Member UncommonPosts: 137

    Apart from those that are having difficulty with finding a payment option that works in their country, I am glad the 7day trial isnt free.

    If you can't afford or dont choose to pay $1 for a week of gaming, then the likelihood you will sub is probably minute.  Will help weed out the people that just really arent interested in the game and just jump from trial to trial because theyre too cheap to actually pay for anything.

     

    Kudos AV

  • DraemosDraemos Member UncommonPosts: 1,518



    First I completly agree with you on how players would perceive an "enhanced" version of crafting in the long run.



    But the 1$ does not discourage Gold Farmers/Sellers in any way shape or form. Gold Sellers are known for buying and subscribing several accounts at the same time and even buying new accounts whenever their account is banned. BUT, the current Full Loot PvP itself is enough to discourage several Gold Farmers, the price of gold for US $ is extremely high too, making this practice almost stupid and pointless.



    As for multiple miner accounts, in the long run, it's better to have 1 subbed alt account for crafting and harvesting, mainly because a higher rank in harvesting is a lot more efficient, you also don't need 12 different computer to run each client. DarkFall is already pretty heavy on the CPU.



    In fact, the 1$ Trial doesn't do much. It's more of a psychological barrier meant to keep "tourists" (to use Syncaine's expression) away from the game or simply reduce the influx of players joining the game, causing heavy load on the server, and thus causing a bad gaming experience (Lag) for Paying Customers (Subscribers), which Aventurine would like to avoid.

    You have a higher opinion of the playerbase than I do.  I'd wager on people abusing the trial accounts to do all sorts of nefarious things if it was free.  This is Darkfall after all.  I do agree that the server load is probably their primary concern however.

    And the $1 thing still acts as a deterrent for gold sellers or spammers of other natures.  It doesn't take much to break the gold-farmers back in a full loot environment like Darkfall.

    Point being, the $1 charge has all sorts of benefits.  Which is why I said it was very clever right from the start.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Draemos


    Gathering and crafting is an integral part of making a sandbox environment fueled by player created items work.  Not including it would degrade the overall quality of the game. 
    There is no such thing as interesting decision when your gathering.  I challenge you to come up with a mechanic that makes gathering interesting for more than a day.  Anything you can come up with that is "interesting" will soon degenerate into "tedius" and then into "OMG I HATE GATHERING".   The closest thing to an actual interesting gathering mechanic already exists in Darkfall, which is full loot PvP.
    If your trying to argue that a WoW (like)  gathering system is better than Darkfall.  I think you're likely to find few people that agree with you.  Nobody enjoys actively seeking out nodes in WoW.  It's a chore and nothing more.

    Are you seriously claiming that "click-and-AFK" is the least tedious gathering implementation?  ...really?

    Please try out A Tale in the Desert or Haven & Hearth.  Both are crafting-centered sandboxes whose gathering/crafting is actually enjoyable because they involve a series of varied activities rather than forced AFKing.

    The majority of gamers play games to play the game, not to be told they must AFK.

    "They didn't "game-design" themselves into a bad decision. The choice is very logical and makes perfect sense."

    Are you even reading my posts?  I've stated multiple times that their decision may have been the most logical one left to them, given the corner they've designed themselves into.

    Fighting a gun-wielding murderer is a bad decision, but if you venture out into the bad part of town it might be the best decision you're left with.  The point being that going into the bad part of town was your primary mistake.  Everything else simply followed.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • CecropiaCecropia Member RarePosts: 3,972
    Originally posted by Axehilt

    Originally posted by Draemos


    Gathering and crafting is an integral part of making a sandbox environment fueled by player created items work.  Not including it would degrade the overall quality of the game. 
    There is no such thing as interesting decision when your gathering.  I challenge you to come up with a mechanic that makes gathering interesting for more than a day.  Anything you can come up with that is "interesting" will soon degenerate into "tedius" and then into "OMG I HATE GATHERING".   The closest thing to an actual interesting gathering mechanic already exists in Darkfall, which is full loot PvP.
    If your trying to argue that a WoW (like)  gathering system is better than Darkfall.  I think you're likely to find few people that agree with you.  Nobody enjoys actively seeking out nodes in WoW.  It's a chore and nothing more.



     

    Are you seriously claiming that "click-and-AFK" is the least tedious gathering implementation?  ...really?

    Please try out A Tale in the Desert or Haven & Hearth.  Both are crafting-centered sandboxes whose gathering/crafting is actually enjoyable because they involve a series of varied activities rather than forced AFKing.

    The majority of gamers play games to play the game, not to be told they must AFK.



     

    This is not a craft-centered sandbox first off, and second off what would you rather do, click your mouse every time you swing your axe down? Do you want a Wii remote so you can actually perform a swinging action? You seem to be nit-picking to the highest degree man.

     

    "Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Draemos


    There is no such thing as interesting decision when your gathering.  I challenge you to come up with a mechanic that makes gathering interesting for more than a day.  Anything you can come up with that is "interesting" will soon degenerate into "tedius" and then into "OMG I HATE GATHERING".   The closest thing to an actual interesting gathering mechanic already exists in Darkfall, which is full loot PvP.



     

    I think you answered your own challenge here.

    PVP and PVE are both forms of gathering which are vastly more interesting than click-and-AFK.  Heck, if all Darkfall did was remove gather skills and replace them with additional mob spawns which provided necessary mats (or tweaked required mats down) they could accomplish the same thing -- since PVE is a form of gathering.

    But that's apart from the different ways that gathering actually could be improved to involve interesting decisionmaking.  Heck, let me play some 60 sec Bejeweled Blitz rounds and have my score determine the quantity of ore I get.  Just don't force my character to AFK because the activity is utterly non-interactive.  I didn't buy a game to not interact with it.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Cecropia


    This is not a craft-centered sandbox first off, and second off what would rather do, click your mouse every time you swing your axe down? Do you want a Wii remote so you can actually perform a swinging action? You seem to be nit-picking to the highest degree man. 



     

    Well you're thinking in too simplistic terms by thinking I want to manually make each swing.  That's almost a worst form of tedium.

    Simply: It should feel like a game, enjoyable in its own right, to gather.

    If any activity in a game isn't enjoyable in its own right, why is it in the game at all?  Why not remove it and be left with the game elements which are enjoyable?

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • CecropiaCecropia Member RarePosts: 3,972
    Originally posted by Axehilt

    Originally posted by Cecropia


    This is not a craft-centered sandbox first off, and second off what would rather do, click your mouse every time you swing your axe down? Do you want a Wii remote so you can actually perform a swinging action? You seem to be nit-picking to the highest degree man. 



     

    Well you're thinking in too simplistic terms by thinking I want to manually make each swing.  That's almost a worst form of tedium.

    Simply: It should feel like a game, enjoyable in its own right, to gather.

    If any activity in a game isn't enjoyable in its own right, why is it in the game at all?  Why not remove it and be left with the game elements which are enjoyable?

    Because it is enjoyable. I wouldn't want to just gather in the game, that would be boring. But I explore, I go out to find some PVP, I defend my home, I hit my favorite mobs, I craft armour and weapons, and when I'm not doing those things I gather. I enjoy trying to find a safe place to gather, I enjoy the excitement of trying to get everything to a bank without another playing helping themselves to my iron etc. I also love how gathering increases different stats, depending on what kind of gathering you do.

     

    There a lot of different things to do in this game, all of which I enjoy. If this was a craft-centered a game I could see the need to complain, but this is simply not the case.

    "Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Cecropia

    Originally posted by Axehilt

    Originally posted by Cecropia


    This is not a craft-centered sandbox first off, and second off what would rather do, click your mouse every time you swing your axe down? Do you want a Wii remote so you can actually perform a swinging action? You seem to be nit-picking to the highest degree man. 



     

    Well you're thinking in too simplistic terms by thinking I want to manually make each swing.  That's almost a worst form of tedium.

    Simply: It should feel like a game, enjoyable in its own right, to gather.

    If any activity in a game isn't enjoyable in its own right, why is it in the game at all?  Why not remove it and be left with the game elements which are enjoyable?

    Because it is enjoyable. I wouldn't want to just gather in the game, that would be boring. But I explore, I go out to find some PVP, I defend my home, I hit my favorite mobs, I craft armour and weapons, and when I'm not doing those things I gather. I enjoy trying to find a safe place to gather, I enjoy the excitement of trying to get everything to a bank without another playing helping themselves to my iron etc. I also love how gathering increases different stats, depending on what kind of gathering you do.

     

    There a lot of different things to do in this game, all of which I enjoy. If this was a craft-centered a game I could see the need to complain, but this is simply not the case.



     

    Yeah, but you could have all that without gathering being the least interesting game mechanic conceivable.  None of what you've described is rationale for gathering being terrible.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • CecropiaCecropia Member RarePosts: 3,972
    Originally posted by Axehilt




     Yeah, but you could have all that without gathering being the least interesting game mechanic conceivable.  None of what you've described is rationale for gathering being terrible.



     

    To each their own then, I would not label the gathering process in Darkfall as terrible. Sure it's simple, but for example how complex do think it is to chop wood? I've been chopping my own firewood for most of life. It's actually quite simple and can be very tedious if I need a lot of wood. I guess I don't understand what kind of complexity you're looking for in a gathering design for an MMOrpg. 

    Have you ever picked your own berries before? 

    "Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb

  • DraemosDraemos Member UncommonPosts: 1,518
    Originally posted by Axehilt


    Are you seriously claiming that "click-and-AFK" is the least tedious gathering implementation?  ...really?
    Please try out A Tale in the Desert or Haven & Hearth.  Both are crafting-centered sandboxes whose gathering/crafting is actually enjoyable because they involve a series of varied activities rather than forced AFKing.
    The majority of gamers play games to play the game, not to be told they must AFK.
     



     

    Yes, I am seriously saying designing a boring system that integrates downtime to complete is better than designing a boring system that requires an active effort to complete.  Wanna know why?  Nobody plays Darkfall for gathering  Gathering could be the most awesomest thing in the world in Darkfall, and nobody would give a crap.  That doesn't change the fact that a crafting system is integral to the sandbox environment they are going for.

    Both the games you listed are for gamers who have little to no interest in a PvP combat oriented game.  And to be honest, they both are boring as piss imo. Your not going to sell either games time/activity consuming gathering system attached to a game whose playerbase is built around competitive FPS PvP.

    Yes, the majority of gamers play games to play the game.  The game in Darkfall is not gathering.  Which is why its better left as an activity for players to complete in what would otherwise be downtime... ala afk gathering.

  • DraemosDraemos Member UncommonPosts: 1,518
    Originally posted by Axehilt

    Originally posted by Cecropia


    This is not a craft-centered sandbox first off, and second off what would rather do, click your mouse every time you swing your axe down? Do you want a Wii remote so you can actually perform a swinging action? You seem to be nit-picking to the highest degree man. 



     

    Well you're thinking in too simplistic terms by thinking I want to manually make each swing.  That's almost a worst form of tedium.

    Simply: It should feel like a game, enjoyable in its own right, to gather.

    If any activity in a game isn't enjoyable in its own right, why is it in the game at all?  Why not remove it and be left with the game elements which are enjoyable?



     

    Because people enjoy sitting down to a meal, watching the TV, taking a shower, running to the store, doing homework, etc etc etc and still advancing their characters stats or wealth.  Gathering and crafting is a downtime activity, and it works fine that way... because DF isn't meant to be a purely crafting sandbox.  It is, however, a sandbox... and removing gathering would destroy the immersion factor.

    When they play the game, a Darkfall player doesn't want to spend their active time gathering... they'd rather be killing stuff.

  • stormpuma21stormpuma21 Member Posts: 131

     I feel sorry for some of you who are so jaded with the mmo genre, that you find fault in every game that comes out. Even worse, you try to dissuade everyone else from playing these games as well. Thank you OP for posting this. I am downloading the client as we speak. I've been waiting so long to try this game. :)

  • xpiherxpiher Member UncommonPosts: 3,310

     I don't see how more advance you can make gathering, its just like it is in every game except theres a more limited amount of resources to gather

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  • JuicemanJuiceman Member Posts: 167

    I don't know if anyone one mentioned this, but a good way to make crafting more meaningful is to have good rewards, a reason to harvest/craft in the first place(player created economy is a good one), and a consequence while harvesting stuff and/or crafting. I haven't played this game yet, but when I hear people talk about how to improve harvest/craft i think of Saga of Ryzom. That game has a well rounded crafting system. The player based economy forces it to be meaningful. the customizations within the harvest/craft system are enjoyable. The craft system gives reason to explore high level areas at low levels for better mats, my favorite thing to do personally.  There are consequences while harvesting(the ground explodes, the source runs out) which can be prevented with teamwork! teamwork in harvesting is a cool idea.  There are many good ideas to be had too.  I guess just make it a little more challenging too?  Just an idea about making a reason to not have "afk" harvesting and crafting since the last post was pretty directly related to what I'm thinking here.

  • GhostSeverGhostSever Member Posts: 23

    Yay almost free trial.....now i can finally try a FFA pvp sandbox game.

    Playing: Fallen Earth
    Waiting for: Earthrise, Guild Wars 2 and Secret World

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  • Wharg0ulWharg0ul Member Posts: 4,183
    Originally posted by Axehilt




     
    I think you answered your own challenge here.
    PVP and PVE are both forms of gathering which are vastly more interesting than click-and-AFK.  Heck, if all Darkfall did was remove gather skills and replace them with additional mob spawns which provided necessary mats (or tweaked required mats down) they could accomplish the same thing -- since PVE is a form of gathering.
    But that's apart from the different ways that gathering actually could be improved to involve interesting decisionmaking.  Heck, let me play some 60 sec Bejeweled Blitz rounds and have my score determine the quantity of ore I get.  Just don't force my character to AFK because the activity is utterly non-interactive.  I didn't buy a game to not interact with it.



     

    Actually, more advanced crafting DOES require mob drops. Yeah, you can make simple shit off the stuff you gather off nodes, but let's see you forge a Keened Justicebringer that way.....not gonna happen.

    Even just rare ingots...you can keep hitting the mine in your clan city (and competing for the resources there), or you can go out with a group, and kill some golems.

    Besides...no one's forcing you to gather. Go red and kill gatherers, get your mats that way. Or head to an enemy territory, and kill THEIR gatherers....or simply buy your mats.

    Why go herbing for mandrake?? Kill Akathars....you'll actually get MORE mandrake that way. Why go herbing for steedgrass?? Buy a mount, or kill someone off theirs.

    There's more than the obvious method to accomplishing almost anything in this game. Use some imagination.

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  • DominicWuDominicWu Member Posts: 2

     Honestly, with the sheer number of MMORPGs out there, a MMO would have to offer an incentive for me to spend my precious time evaluating their product (and most of time QAing and help devs fix by reporting bugs).  They should be paying me for their half baked product that they are trying to hook more income streams over time.  Yes, it's a business.  And yes, they should make a profit.  And seriously, whoever over there at the DF marketing department that came up with this half baked idea of charging a dollar ought to be fired or at least made to sit in the corner with a dunce hat for a week.  The marketing manager that signed off on the idea should probably be let go, too.  And the community manager that kept quite rather than piping up to beg and plead not letting this happen shouldn't keep his or her job either (nor would she want to with the negative uproar that this is going to cause).   The competitive landscape simply could not tolerate such poorly thought out marketing scheme.  This is just bad business.  Heck, they probably lose more money processing the charges and having to deal with fraudulent charges than to have simply left it free.  If they ever release any stats about this "promotion", I would not be at all surprised if it made history as one of the worst ever marketing campaign.  I'm sorry to say this but I'd rank it up there with selling a life time membership to Tabula Rasa after it has peaked.  :P

  • vvistovvvvistovv Member Posts: 88
    Originally posted by xanphia


    If anyone is in Orc Lands on NA-1, I will be happy to help anyway.
     
    PM: Xanphia Angelicus

     

    yeah, i could use some help.  i got a quest to kill 3 ork players.  

     

     

  • xanphiaxanphia Member Posts: 684
    Originally posted by vvistovv

    Originally posted by xanphia


    If anyone is in Orc Lands on NA-1, I will be happy to help anyway.
     
    PM: Xanphia Angelicus

     

    yeah, i could use some help.  i got a quest to kill 3 ork players.  

     

     

     

    I'm a Mirdain. hehe. But you can come try and kill my allies. Good luck ;]

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