Development Cycle Archive

Thread: Membership has Its Rewards!

DMSL
Tue Feb 08, 2005 9:37 am
#391






neinnunb wrote:

I find this quite funny how people always see things from their angle only. They dont like it when tables are turned.

Just the other day (btw im a DE) an old BH friend came back to the game and one thing he asked was: "I hope they havent fixed the seeker exploit". (you know the one where the BH can use infinate uses off of one seeker, so he/she never has to buy another seeker from a DE). I told him, "yea thats good for you but I would like to see you try and make a living being a DE". DE's got it bad also when it comes to decay. Thats why I emphathize with Architects.. the other non-decay profession. So what we end up doing is pricing our droids, the ones that sell a little better than the seekers, for very high prices to compensate for the lack of return business. In the end we are still at the low end of the pecking order when it comes to profit and money making potential.


You people dont understand this is a player driven economy. Prices rise and fall according to demand or lack of it. If people dont buy something the prices go down until they do sell. Stuff sells too fast then raise the prices!


and btw, 225k for a BER 13? wow thats a ripoff, I suggest you do more shopping.


Nothing in the game should be exempt from decay. I guess the no-decay kitis OK for just one item. Thats a really nice reward for having to put up with the last year of ho hum development. (sorry devs) Thankfully thats looking to change judging fromthe latest publishes and the upcoming ones.







Jeez, ijust think it's a bad idea, period.


I am looking at this from a community perspective. Clearly you are the one that isn't.


Agree on the droids though.


Guamarhea
Tue Feb 08, 2005 10:24 am
#392






Pseudopd wrote:

Whatta strange separation of players?


Some love the rewards. Some dont think it's enough. Some hate it. Some are scared.


First, the worry about the anti decay kit.


It's only for weapons, from what the devs say. Not anything else. And, it may only stop "decay", like from death, to avoid insurance. Condition will still drop with use, as condition isn't really the decay mentioned. So, no worries about an infinite use uber weapon. And, no worries about applying that to ships, houses, harvesters, crystals, medpaks, etc. It only effects decay from death and cloning on one weapon, seemingly, and nothing else.


And, as for those who worry this is going to destroy the economy (or more specificly, a crafters profit margin), remember: a players account can only get one per year, per account! Many people will choose another other gifts.


Second, the self powered harvesters.


As above, only available at the 6 month interval, a choice at 1 year (and if you get that, say so long to the anti-decay kit above!), and you get another choice a the 2 year mark. Will this brake the economy, or a crafters bankbook? No.


Won't crafters actually love this gift? This will help with their harveting. And remember this: This only effects the power supply, NOT the upkeep of the harvester. A harvester can still burn and be ruined due to neglect, like it has always been. If a harvester ran out of power, it would just shut down. The only difference with this kit, is that the owner wont have to purchase any energy units...and thats it. And, only on one harvester.


I think that would mean that that harvester would need to be watched over very carefully. Shame to have that self-powered harvester burn to the ground because someone forgot to pay maintainance...


And once again, i ask you to recall: a players account can only get one at 6 months, then one year than onceper year, per account! Many people will choose another other gifts.

Really, i don't see a lot of worries


Baz Pseudopod





CORRECTIONS:


If you scroll back through, the Devs have told us repeatedley that each "For the Field" item (such as the harvestor) can only be selected ONE TIME...regardless of how many anniversaries you have.


Also, each player will only be able torequest ONEREWARD per anniversaryper account...regardless of the number of characters or servers you are on. At each anniversary, players with multiple characters can choose which of them gets the current reward.


I really wish the Devs would take a minute andedit all this stuffinto TH's first post as an FAQ...as I have suggested several times. It would really cut down on the "I haven't read the whole thread so I apologize for asking this for the 100th time" and save both the players AND the Devs a lot of wasted time, not to mention the partially correct answers from other folks who either didn't read the whole thread themselves or misinterpreted a post.







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Lordunix
Tue Feb 08, 2005 5:05 pm
#393


Hmmm. Look very much like a UO rip-off if you ask me. Not that I am complaining, just making an observation.

Now let's get to the heart of this...

First you need to be a bit more clear on the 3 month, 6 month 12 month deal. Lets say I am a 2 year Vet {which I am}. Would I get to choose from the 3 month, then the 6 month, and then the 12 month? If not then this would be unfair to those that have been here since the beginning.. Say a person is at 3 month at time of pub. They would get to choose 2 sections from the 3 month. Then 3 months later 2 from the 6 month, and so on. At 12 months they would have a total of 6 items.

Now at pub the 12 month plus guy should be able to get all 6at time of pub. If not then he gets to choose 2 items from the 12 month and that it. This would imply that it is better to not be a current vet. That would greatly suck.


As far as the reward types go here is how I feel about them.

Giving out 30K of a resource would to me be a great 3 month but blows as a 6 month considering you get a self powered harvester at 3 months. Typically speaking { and I base this on 8+ years of mmrpgplaying } consumables do not make very good rewards unless given at the lowest of levels such as 3 months. You should think about switching these 2 around. The anti-decay kit is a nice 12 month but like others I am wondering if this is perma or just a slowdown.

Since the For the home section has items that I have no idea if there are funtional of just deco it is hard to comment other then to say the should serve some functio or be put in the "just for fun" section. I will add that at 6 months your only choise are YT1300 stuff. Well for a rebel this means nothing as I can not fly the YT. Same goes for Imps. Nice items if you got the ship to put them in else why bother...

And last the mini's uuggggg..... First tell me what in who's mind makes a stormtrooper a 12 month reward? Jabba I might buy but a trooper? You got to be kidding. 12 month should be Vuke and Vader. Put the stormies at the bottom where they belong. This ship models are very nice but there should be a few more to choose from. All in all I find the mini's to be a bit large to really do really good deco with from the image I see in relation to a player.


Now let me suggest a few....


How about a clothing dye tool. Yes I know, another UO rip. But this one makes sense. Your look for a good bio jacket that has the stats you desire but the tailor make it bright red or some other ugly color.. This is a double edge sword though as it does take from the tailor a bit but the tailor also benifits. he/she can do a pattern run and color on demand.


How about a new hat or 2 that allows me to wear it and my glasses that I can do a one time stat bonus set on. Like allow me to pick the hat and then chose say 2 stats at +10 to +15that get perma bound to it and like the glasses bound to the player.

Add this to the non-decay and now you have a true vet-reward worth having that does not screw up the economy.


Or how about a home ship term that allow you to at least launch from your house any ship currently docked on that planet.

Personally I think you should beable to pick a point anywhere on the planet and land but that is for a different area of posting.


Well I got to log now so that is all for this post.

Guamarhea
Wed Feb 09, 2005 7:57 am
#394

Lordunix,


On Page 11 of this thread, I have amassed an FAQ (with answers given by SOE). I believethe questions/concerns youposted are all addressed there. Hope this helps!



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JTGAlpha
Wed Feb 09, 2005 9:05 am
#395

CrimsonSplat, people will ALWAYS buy more harvestors from you because they'll need different types of resources, and having ONE kit, PER player, MAYBE (because there are lots of other things to choose from) is NOT going to kill your business. I agree that Archs should get more business, but this isn't going to hurt you much, if at all.



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Airgunnar
Wed Feb 09, 2005 12:47 pm
#396

Im sorry but they definitely need to reconsider the anti-decay kit use on weapons. As it already stands there are weapons in game that are way too good. ie infinite use obscene mind dots, bugged stun batons that have a higher min then max and so on. And now by giving someone a kit that will allow that weapon to remain pristine basically forever in the game is quite discouraging. Especially when you are getting ready to add a whole new combat system that is going to reduce the effect of buffs,armor and defenses. Please Devs reconsider this option. You said insurable items, please make it that way.

Other then that slight rant I like the rest of the rewards.
JediGohan
Wed Feb 09, 2005 2:26 pm
#397






JediGohan wrote:

does the anti-decay kit work on ships?


if it doesnt can you please see that it does eventually?










pwnd
\
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CIEBrandon
Wed Feb 09, 2005 2:30 pm
#398






Guamarhea wrote:





Airgunnar wrote:
Im sorry but they definitely need to reconsider the anti-decay kit use on weapons. As it already stands there are weapons in game that are way too good. ie infinite use obscene mind dots, bugged stun batons that have a higher min then max and so on. And now by giving someone a kit that will allow that weapon to remain pristine basically forever in the game is quite discouraging. Especially when you are getting ready to add a whole new combat system that is going to reduce the effect of buffs,armor and defenses. Please Devs reconsider this option. You said insurable items, please make it that way.

Other then that slight rant I like the rest of the rewards.




Read the replies from SOE, or got to my FAQ summary on Page 11...the weapons will still decay due to use, but they willbe immune to decay when they are uninsuredand a character is forced to clone.


In other words, the weapons are still subject to the normal Battle Decay.








Where did you read this? only place i see it is in your faq, When i tested it the other day it took no "battle use" decay.




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Summerflame
Wed Feb 09, 2005 2:36 pm
#399






CIEBrandon wrote:





Guamarhea wrote:





Airgunnar wrote:
Im sorry but they definitely need to reconsider the anti-decay kit use on weapons. As it already stands there are weapons in game that are way too good. ie infinite use obscene mind dots, bugged stun batons that have a higher min then max and so on. And now by giving someone a kit that will allow that weapon to remain pristine basically forever in the game is quite discouraging. Especially when you are getting ready to add a whole new combat system that is going to reduce the effect of buffs,armor and defenses. Please Devs reconsider this option. You said insurable items, please make it that way.

Other then that slight rant I like the rest of the rewards.




Read the replies from SOE, or got to my FAQ summary on Page 11...the weapons will still decay due to use, but they willbe immune to decay when they are uninsuredand a character is forced to clone.


In other words, the weapons are still subject to the normal Battle Decay.








Where did you read this? only place i see it is in your faq, When i tested it the other day it took no "battle use" decay.






Yeah this is not how I understood it either. Weapons cant be insured so it wouldnt make sense either. Please postwhere a dev has stated this as I have understood that weapons will not get any battle decay once the kit is used.They need to rethink the no decay idea and change it cause this is definately not good for the economy, but Im repeating myself now...



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Guamarhea
Wed Feb 09, 2005 2:44 pm
#400

My mistake, I misread Cal's post at the bottom of page 11 about the weapons...it DOES stop Battle Decay.


Here is Cal's post


In my zeal to get the FAQ updated, I guess I made a mistake. This is a perfect example of why SOE needs to put out their own FAQat thetop of this thread


BTW, I'll fix my posts right now!

Message Edited by Guamarhea on 02-09-2005 03:52 PM



_____________________________________________
Specialized Services, LLC Details Here
Guamarhea Bals (Owner)
Siev Nebl (Chief Engineer)
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CIEBrandon
Wed Feb 09, 2005 2:50 pm
#401


I dissagree, it wont hurt the economy, hell I've been using the same t-21 for over 3 months anyway. I use several different rifles depending on the situation. Sure some professions like tkm only have 1 weapon but that is changing very soon as many new weapons for all classes are being added. And after the curb no one weapon will be good for all situations.Their are always new people comming into the game everyday that need weapons.New players are the majority of sales for smiths anyway. Honestly I bought a few crates of weapons like8 months ago and havent bought a gun since and i still have tons left.Allowing a 1 year vet to have 1 no decay item wont hurt anything. and is a nice reward for us giving soe our business for over a year and supporting them.


The same goes for armor, after the curb you will need to keep several suits of armor for different situations one piece with no decay isnt going to hurt crafters. Sure someone with insane ammounts of money and resources may be able to put together a full suit of no decay armor but someone that can do that wouldnt be buying your stuff anyway they likely are already a crafter or in a guild with its own crafters.


Its just silly for crafters to cry about this, The most wealthy people I know are all crafters, I know quite a few crafters that have several accounts maxed on credits.The crafters that arent wealthy... just either dont make the top quality stuff, or they are poor marketers and will never make money regardless unless they improve their goods or improve their marketing tactics.

Message Edited by CIEBrandon on 02-09-2005 02:03 PM




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KaiRan
Wed Feb 09, 2005 3:04 pm
#402


(posted on wrong thread)

Message Edited by KaiRan on 02-09-2005 05:06 PM



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Summerflame
Wed Feb 09, 2005 3:47 pm
#403






CIEBrandon wrote:


I dissagree, it wont hurt the economy, hell I've been using the same t-21 for over 3 months anyway. I use several different rifles depending on the situation. Sure some professions like tkm only have 1 weapon but that is changing very soon as many new weapons for all classes are being added. And after the curbPerhaps youre right,but who knows how longit will take before thishits live...no one weapon will be good for all situations.Their are always new people comming into the game everyday that need weapons.New players are the majority of sales for smiths anyway This is absolutely not true, at least not in my case. . Honestly I bought a few crates of weapons like8 months ago and havent bought a gun since and i still have tons left.Allowing a 1 year vet to have 1 no decay item wont hurt anything. and is a nice reward for us giving soe our business for over a year and supporting them. Why not give something that wont hurt other players trade?


The same goes for armor, after the curb See aboveyou will need to keep several suits of armor for different situations one piece with no decay isnt going to hurt crafters. Sure someone with insane ammounts of money and resources may be able to put together a full suit of no decay armor but someone that can do that wouldnt be buying your stuff anyway they likely are already a crafter or in a guild with its own crafters. generalisations


Its just silly for crafters to cry about this, I aint crying Im expressing consern and looking for more answers, trying to figure out if the devs have thourght this idea and the impact it might have thruThe most wealthy people I know are all crafters, I know quite a few crafters that have several accounts maxed on credits.That might well be, but then why do you think they continue crafting. This is not about being wealthy, but about being a vital part of the economy and the society. I craft bacause I like getting sales mails, keeping a wellstocked vendor and having people telling me they like my weapons and services. I do not craft solely to earn credits. But I like logging in to a mailbox full of vendor sale complete mails.The crafters that arent wealthy... just either dont make the top quality stuff, or they are poor marketers and will never make money regardless unless they improve their goods or improve their marketing tactics. Generalisations again

Message Edited by CIEBrandon on 02-09-2005 02:03 PM





My game is crafting weapons as yours may be fighting mobs dancing or even just chatting. Making my trade obsolete at least in some areas (PH, VK, T21) Will take away some of my gameplay no matter how much I like the idea of membership rewards it shouldnt be something that will impact heavely on some players gameplay. Make the rewards something that will make it cool to be a veteran without hurting others. Like being able to use a special weapon only after reaching the 1 year milestone. or special schematics that can only be learned after a number of month/years ingame. Make it something that improves the game not just gimmicks that will only hurt the game in the end.




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