thats the problem that emerged from early access and paid alpha. the time when this wiki article was valid , wa back when we got free demos and companies employed playtesters. now we pay to playtest and companies are encourage to drain our wallets ... by our behaviour ( me included of course )
Totally agree that we need this trust to be a two way street.
Posts made by Purple
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RE: Have you noticed also?
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RE: Ideas you thought your were great but turned out not to be?
@Jetah well isn't that true for almost all "rewarded" game activities? if others grind more/day , the'll be ahead . if others raid more , the'll be ahead, more dailies , ahead ...
thats how it is in mmos i think.
my first and most loved mmo was ragnarok online back in 2002 . this game had almost no quests at all , the game was about player interaction. classes were designed to compliment each other... that leads me to :
Class design towards every class can do everything and abandonment of heal/support classes.
thats what i remember as the "death" for most mmos. player interaction , or better , player bonding is - in most "new" mmos - no longer rewarded. in my opinion this is the most important reward and its missing. players are interchangeable, all classes do the same dps , mostly just animation flips with the same dmg formula ( thats what it often feels like) to "balance" the classes.
Ragnarok died when they "rebalanced" , as in making all classes more alike, no more extremely op builds. game got stale and boring. then they implemented dailies and i agree , dailies turned out terrible because people no longer had the time to form mobbing parties that sometimes lasted for days, i could sometimes fall asleep for a few hours , wake up and the party was still going. With the implementation of dailies, people suddenly were on a rush to complete all the dailies and exhaust , burn out , log off.i wish fractured puts alot of emphasis on encouraging self rewarding player interaction where the reward is less found in items , but the joy playing together .
in ragnarok that worked , because of op builds that needed a lot of support classes ( or be extremely rich to buy potions) to work efficently. it gave support classes the backbone to be relevant, it rewarded skill since these class combinations and the monsters we were suddenly able to fight were so hard and complicated sometimes requiring "moorhuhn mastery skills" - ultra precise clicking , timing , movement, harder than anything i ever experienced in any raid or dungeon in world of war craft in the 5 years playing it. and in ragnarok we were just fighting normal monsters , for 1% exp every hour. we had incredible amounts of fun. -
RE: Any chance for sponsorship?
@Kralith i know i know ... dont get me wrong... i know perfectly well how that works. in theory it sounds all nice and good, a small minority of companies and influencers may be truthful and honest , but the sad truth is , that the vast majority of companies that rely on influencers are as full of crap as the influencers they rely on, this only gets topped by the audience that in most instances blindly believes their lies.
and no , this is not a rant against fractured or the op, just the advertismment/influencer business in general ;D
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RE: Any chance for sponsorship?
@Specter i dont understand this influencer business ... isnt it better for community and company reputation to have honest reviews by actual players rather than have influencers read a script or obviously glorify and lie about the game ?