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About NotAnApron

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  1. suggestion on the deliberate Friendly Fire deterrence, reduce/remove decay/ loot drops/ travel return times/ etc when you die exclusively from FF? I probably have a misconception of campaign player counts (me thinks they will be fairly small, community focused and whatnot?), but communities/sub-communities should be able to police things from there, no?
  2. how many people do you expect will leave after the announcement? how many new people to you think it will bring in?
  3. until a moderator corrects this thread's location we should talk about more substantive race ideas ... sock puppets /nailed it
  4. Can a single character be active in several campaigns simultaneously?
  5. test nest
  6. (with so many blatantly doomed suggestions, we might as well keep throwing more) "mana bar" attributes damage is taken as depletion of both spirit and strength some abilities scale potency to current spirit , all abilities consume it as mana some abilities scale potency to current strength, some abilities consume it as mana, if it hits 0 you are dead "mana regen" attributes low strength/spirit values regenerate faster than high ones dexterity and ​intelligence affect how slowly strength or spirit regeneration tapers (respectively)
  7. said my thoughts on this in the old pricing speculation thread sell permanent cosmetic recipes make the crafted cosmetics bound (salvaged/dstroyed on death?) and subject to normal item mechanics (deacy, etc)
  8. while I was reading the (extensive) friendly fire thread, I had an interesting idea for how (friendly fire) pets might work (occurred to me right after I read the post on poorly positioned AoE buffs helping friend and foe alike; genius idea @manusdei, btw) when you summon something, you choose where it goes and that's it it is otherwise a hostile NPC (presumably one that does not drop loot) so let's say I have a "Drop Bear" ability (guess what it does) small AoE with moderate damage (the bear "dropping" on someone) and a bear mob gets spawned at the center of the attack then influence is out of my hands, the bear behaves like any other mob (aggro mechanics and whatnot) if I aimed well it will mostly go for enemies, but both sides of the fight can "direct" who gets hit by managing aggro
  9. an important thing to realize about optional subscriptions is that subscriptions are not mandatory. funny how that happens right? the subscription is about supporting the game, not getting a foot up on other players; I would guess the price came straight from the 20 page thread where a large portion of the community said they would be willing to pay up to $15/month the only aspect of the pricing model that could be viewed as remotely pay to win is the extra training queues, but this is selling convenience not power. if you stick to one character it will be "on par" in training with any of a subscriber's characters, the subscription offers here the ​convenience of not having to trade power for novelty discounted $60 annual fee (versus $180 at $15/month or $96 at $8/month) ... a second copy of the game ($50 once) gives you an additional training queue and 3 extra character slots permanently, would not be surprised if ACE let you redeem extra keys to an existing account (i.e. not need an alt) and one final note: at any price up to $10 you put more weight on the process of spending money the the amount of money spent, slashing game prices below $10 (outside of sales, etc) always hurts revenue
  10. Nope.png dreams of 20 centaur tall towers of 20 centaurs riding each other like a tower of 20 centaurs -> crushed
  11. clearing a few thing up here: deflation does not prevent the sale of low value products *cough*bulk*gaspsforbreath* inflation is a bad thing on any scale IRL, but inflation rate is inversely proportional to unemployment (balancing acts, buisness cycle, buzzword, yadda yadda) /off topic the OP covers all money flow aside from player exchanges (trading, looting, etc), money spilling over the buffer would be the only money sink and new players joining would be the only source of new money having binged the dev tracker earlier today I will safely bet you any amount of anything there hasn't been an official statement that so much as implied they are hooking a money sink to the crafting system player crafted money is an interesting idea and I will think over it's implications when I have gotten some sleep (3am3am3am...), but it seems inherently opposed to this idea .... I guess I will gt back to you on that one?
  12. title pretty much covers it (italics because we are whispering)
  13. (all example numbers are arbitrary) as cool as barter-only systems are, they aren't very conductive to trade, but money tends to hyperinflate in MMOs to avoid severe inflation as the game/campaign/whatevs goes on ... limit the money supply each village starts with 15k money each player starts with 150 money each player contributes 850 the the campaign money buffer no money enters the economy for other reasons (maybe importing from EK) buying/selling with any vendor impacts the villages's money supply villages with too little money (<20k) have are less productive (less items for sale (if there is a cap), etc), drain money at a slower rate, have higher buying prices, and have lower selling value villages with too much money (>35k) are more productive (ditto), drain money at a faster rate, have higher buying prices, and have higher selling values 2% of the value of the village's money is removed from the campaign money buffer each week, if the buffer is empty and spillover (from an empty/emptied buffer) is destroyed from the village's money pool to prevent money from getting locked up in characters who have abandoned a campaign, money is drained to the town over time while offline (represents "down time" spending) short gaps between coming online (under a week) drain almost no money (no drain until 3+ days) long gaps between coming online (2+ weeks) drain money very rapidly if you logged off in the village you can spend up to half of your "drained" money if you do so immediately when you log in most drained money goes to the nearest village tl;dr finite money supply, village function tied to available money, money more scarce as campaign goes on