Thank you for descending directly. Yes, descending, because we both see that they consider me as a lesser being. Lesser than themselves. But it’s completely different topic, a theme of which will be ‘community shaping’. The shaping of community you’d like to see. Of the community you yourself would like to play with, together as equals.
Agreed!
Do note, however, that I had no choice. Because the choice-in-question was “either write an adequate in-depth analysis noone would care about because ‘too many letters derp’ - or write a short yet somewhat unprecise pitch which shall start a discussion from which all relevant points would gonna surface eventually”.
However, as you can see, as example, from Voctor’s response to my micro-pitch, people are struggling even with reading such small yet intel-dense pitches. Still too many letters. He’d see otherwise that
implies that BOTH players receive a Resonance. For each other (because, obviously, player A can’t spend less time in party with player B than player B spends time in party with player A. They just don’t teach maths and logics as good as they should nowadays…) Which, in return, implies that they can arrange an exchange of any item for any item. Which, suprpisingly, IS act of trading. So Voctor’s statement
is, well, invalid. Invalid - or he was making a point via micro-pitch too (if it’s true, I’d be really proud of him).
Now, to avoid straying away too much, I’d like to take a liberty to actually try to highlight few disturbing points in your response.
That’s the problem. These are in a perfect balance already. That’s how real economics works, you know.
The player either grinds his rear out to loot his chase item from… whatever mechanics would gonna dispense it in PvE session - or the player grinds his rear out to obtain enough currency (and/or an item to barter it away) to get his chase item.
If the balance is tilted - the dreaded Invisible Hand of Market fixes it.
No extra development required.
I’d really appreciate if you’ll elaborate on the topic of exploits. I, however, surmise that I just wrote a response for it already.
Alas, what’s the point in this ‘simplest’ (nope) and ‘most complete’ (nope x2, apologies!) system?
I assume that you’re trying to solve the two chairs situation in a manner which would gonna help new (and socially active, and time-constrained - I mean us working class who can’t play the game 24/7 because families and jobs, you know) players to get at least some gear which would gonna allow them to enjoy the game at least marginally while letting tryhards, nolifers and souls-like enjoyers revel in their burutual (sic!) entertainment.
But the game delivers the former already, in a form of excellent crafting framework you devised.
Care for a fortune telling session, to wrap this up? Yes, a fortune telling. Because I simply can’t stick WHOLE research in this (already ‘obese’) post. And people pay hard cash for such researches…
So, the fortune telling.
I foresee that the Bazaar would gonna win regardless of how hard you try.
Vast majority of players would gonna enroll there.
New players would enjoy extra means for fixing their builds in a jiffy.
Seasoned players would stick with it because they can afford fixing handicaps of not joining Circle of Fortune by simply playing more (which they’ll be doing anyway). AND would enjoy extra means for min-maxing their build in a jiffy.
Circle of Fortune would gonna remain as an enclave of extra sick persons which don’t have enough challenge in their life. You know, that special breed of persons which play Dark Souls with Guitar Hero controller, just for sense of pride and accomplishment.
Oh, and if you’ll try to keep pressing on with this idea, you’ll lose anyway. Ruthless have reached release. And, unfortunately, masochists are NOT eager to swap their current ‘entertainment’. Simply because they receive enough joy shots at where they currently are - and these are strong… too strong to counter CURRENT doze of joy HERE with PROMISES of stronger joy SOMEWHERE IN THE FUTURE.
I know already that the intel above would be of no use. Both you and me can’t imagine altering release plans because of a feedback of a single player, regardlss of how good that feedback is. We both know it.
Still, HOPEFULLY, it’ll gonna be of any utility for those who shall arrive after us.
After you, a developer of a legend in the making.
And after me, a veteran of gamedev which can tell you one thing for sure: the only thing which guarantees losing is giving up on improving. And there’s always some room for improvement…