Merchant Archive
Thread: The nonskilled ‘merchant’ problem – or be careful what you ask for.
SeraphinAnnie wrote:Actually, I don't think this is a trick to force people to buy more accounts. I actually think it has more to do with cleaning up the database, than it does with Merchants themselves. Goes along with the purge quite nicely. Just my opinion though.
Not too far from the truth me thinks, but the change should be made for valid reasons. I've not been paying monthly fees for you (SOE) to come and tell me you fumbled the DB and would I please just settle for LESS this month than last.
By all means, fix the merchant skills issue that's been around for over a year, but, fix your own DB issues without enforcing artificial limits.
SeraphinAnnie wrote:
Actually, I don't think this is atrick to force people to buy more accounts. I actually think it has more to do with cleaning up the database, than it does with Merchants themselves. Goes along with the purge quite nicely. Just my opinion though.
Wire3k wrote:
We can agree to disagree on this - but the final decision is in the hands of the players. Would this be a major problem if players felt their needs that the system created by virtue of design decisions be nearly as crippling if they were addressed FIRST? Most likely not. How would you like to buy a car - drive it for a year, then have the engine recalled and be told - oh yeah, we'll get ya something to do that same job, probably be a year or so - OR you can rent this nice bright shiny new engine right now, course it will cost ya an extra 15.00 a month.
The more transparent the push to encourage multiple accounts becomes the less likely players are to do it - or continue to do it even if they already have multiples.
Your analogy is flawed
Using the car analogy its more like buying a car with no engine regulator and being able to drive as fast as you wish (even when it is illegal) and then a yaer later being told that you have to have an engine regulator fitted that will stop you from speeding.
I can see how you might think that, only problem is - the car is a Model T - is still a Model T, and even if you spend another 15.00 a month - it's still....a Model T. They aren't even replacing it with a freaking skateboard. AS a merchant - I'm far more upset that I'm forced to drive a Model T - than others might also be sharing my road.
lisasdarren wrote:
Wire3k wrote:
We can agree to disagree on this - but the final decision is in the hands of the players. Would this be a major problem if players felt their needs that the system created by virtue of design decisions be nearly as crippling if they were addressed FIRST? Most likely not. How would you like to buy a car - drive it for a year, then have the engine recalled and be told - oh yeah, we'll get ya something to do that same job, probably be a year or so - OR you can rent this nice bright shiny new engine right now, course it will cost ya an extra 15.00 a month.
The more transparent the push to encourage multiple accounts becomes the less likely players are to do it - or continue to do it even if they already have multiples.
Your analogy is flawed
Using the car analogy its more like buying a car with no engine regulator and being able to drive as fast as you wish (even when it is illegal) and then a yaer later being told that you have to have an engine regulator fitted that will stop you from speeding.
They are not taking away funcionality that was explicitly given upon purchase, when you bought the game you would have known about the skill point system, and not necessarily about the ways to bend the rules to avoid the restrictions. They are taking away unintended and unpromised functionality that is being abused by the users.