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Concerns and thoughts about multiple accounts?


  

158 members have voted

  1. 1. Do you own multiple accounts?

  2. 2. Concerned about the implications?

  3. 3. Should ACE *try* and stop it? (bans or system changes to discourage)



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personally the only part of multiple accounts that i like is the idea of snaking your way through a guild and releasing all its plans and activities to benefit your guild kind of like a political move that slowly kills of your competition and makes it hard for you to really trust someone coming in to your guild. 

 

 

There will always be someone with more money, time and vices than us to do this kind of things. That remembers me a plan of a player in EVE online. The guy infiltrated a corp, managed to end up at a power rank, and screwed the corp from the inside, kicking members, emptying the corp wallet, releasing corp assets, etc. It took him 2 years, but he managed to get what his original corp could not do by other means.

 

Now, is it something we should support? I don't think so. Is it something we can stop? Well not really either. Should we condemn this kind of behavior? It is not up to me to say. I think it is part of what made EVE unique in its genre. It may be what will make CF unique in its.

 

The more copies they sell the better the game will eventually become, I do not see this as a concert at all. (As long as it is playable and enjoyable with a single account and owning multiple accounts is not a requirement to compete)

 

Well, yes and no. The money input is always good to take for sure, but on the other hand, a player having 2 or more accounts will not have twice or more time to play. So, I guess it is debatable.

 

This being said, multiple accounts will happen. I guess everyone have fun their own way. If they want multiple accounts, so be it.

Edited by Eaden
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  • 3 weeks later...

a lot of valid concerns have been raised here, and I agree with most of it.

 

I don't want to forbid people from having multiple accounts, that would be silly. However, it feels unfair if I have my account, I pay my subscription, and another person with multiple accounts ends up paying less, and having more than I.

 

I don't want to bother with multiple accounts and logins like I assume most people who play games for fun. Yet, I want to remain competitive to the rest of the player base when I do crafting during down times, and fighting on prime time.

 

Don't forget a game without content can quickly lose players. I believe people should be able to do fighting, exploring and crafting equally depending on the activity on the server.

If i have to specialise in one or the other, for a few weeks or month at release to be competitive, then this game will lose a window of opportunity to convert new players.

 

I am against:

Multiple accounts to bypass skill training limitations and subscription model.

Bypassing the campaign import/export limitations (at least, exports should be limited to your active participation in the campaign)

Bypassing some hard limitations imposed on single account people.

 

 

I don't care if you multiple box for:

Farming (often not that efficient to multibox)

Carrying loot (good luck PvPing with a dead weight. More risks for you, more rewards I say.)

Haul ressources around (I assume we will get transport mounts to mitigate this.)

Keep ressources in a "safe" place by disconnecting the character. (I assume there will be systems that makes this inconvenient)

Have a crafter always available in town (purely convenience)

Play on multiple campaigns

Use it to game the Metagame (be in multiple Guilds, Spying ...)

 

 

I am concerned that having a single account with subscription will mean I pay more to get less when I play a Fighter during prime time grouping with my guild, and a Crafter during down time when there is no one else online like so many players do; compared to someone with 2 accounts.

 

I believe the devs should look into it to make a subscription more interesting than owning 2 or 3 accounts. Specially as it would be healthier for the game and generate a constant stream of revenues.

 

 

Suggestions: 

- They already do it for the archetypes, maybe a subscription should offer the ability to level 3 general skills from independent trees. (1 explo/ 1 craft/ 1 fight) To stay fair, we can merge the two fighting tree together so subscription does not offer a quicker vertical progression speed.

- Rewards from campaign, Events and other similar things should require a minimum participation, and reward according to said participation.

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I am against:

Multiple accounts to bypass skill training limitations and subscription model.

Bypassing the campaign import/export limitations (at least, exports should be limited to your active participation in the campaign)

Bypassing some hard limitations imposed on single account people.

 

 

I don't care if you multiple box for:

Farming (often not that efficient to multibox)

Carrying loot (good luck PvPing with a dead weight. More risks for you, more rewards I say.)

Haul ressources around (I assume we will get transport mounts to mitigate this.)

Keep ressources in a "safe" place by disconnecting the character. (I assume there will be systems that makes this inconvenient)

Have a crafter always available in town (purely convenience)

Play on multiple campaigns

Use it to game the Metagame (be in multiple Guilds, Spying ...)

 exactly this!

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doublepost~

Edited by krevra

I don't want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME against PLAYERS, where my actions, my decisions and my SKILL will determine if I win or lose. Allies. Enemies. Alliances. Betrayal. risk. Conquest. To compete with THOUSANDS of other players for a chance to claim the THRONE. Even if i lose, the experience won't feel hollow. I don't want another worthless trophy.

PLAY TO CRUSH

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I really dont see the issue to be honest. I think its fine, its the intended model and you cant force people to play a certain way, Unless ACE changes the game to fully sub or the like really nothing you can do.


 

 

With this approach, it shouldn't ever be necessary to gift new players skill points just to catch up. They should be able to rather quickly master a single archetype. Veterans will simply have access to more fully mastered archetypes, and not necessarily a skill tree that newbies cant catch up to.

 
This this and this! New players should be able to get a good single VIABLE and strong archetype going within a reasonable time frame and not be forced to feel like they will never catch up to vets, Being a vet should mean having fully mastered archetypes vs having just 1 going. I truly hope this is the direction that ACE goes. Biggest concerns for Crowfall is how Sub vs nonsubs will work, and Archetype catch up and how long it takes to be truly effective.
Edited by krevra

I don't want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME against PLAYERS, where my actions, my decisions and my SKILL will determine if I win or lose. Allies. Enemies. Alliances. Betrayal. risk. Conquest. To compete with THOUSANDS of other players for a chance to claim the THRONE. Even if i lose, the experience won't feel hollow. I don't want another worthless trophy.

PLAY TO CRUSH

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I have heard from a few people that have played SWG's crafting and they are saying its almost identical to this Crowfall's implementation. 

 

And they said it took VAST amounts of time to make the good stuff, and they are expecting multi-accounts to not be enough time dedicated to this profession.

 

Im not sure how the skill system will factor in to it, we shall see!

CfWBSig.png

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This is an mmo there no such a thing mmo without multiple accounts. There is always a way to use 2nd account you can not prevent it.

 

VM

Second pc,third pc, maybe more

Multiple internet connection

 

This game mostly depends on your conversation and relations so make a good social connection and you wont need second account and dont need to worry about it. Game design direct you to go talk other or work as a group. There is no point of cry for multiple accounts. 

 

Yes of cours  they will be used as spies and i believe this is a strategic use and a gameplay style which we used since the start of strategy games!!!

 

Crafting- This not a problem if you succes well orginized with your team. Bec most of the time your guild will need sustainablity for weps armor and food so there must be ppl who working for harvest & craft 7/24 and need ppl who protect them.

 

Moreover, as I understand you still not realized that crafting is group activity if you check leadership skill tree you will see.

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what all of this boils down to is passive training and elitism.

 

aka, i am better than you because i have put more time and effort into my character than you = better stats = better player.

 

The core problem isn't multiple accounts, the core problem is passive training. 

 

Not to say passive training is a bad thing, but there are pro's and con's to all systems of advancement.

 

While the pro's to this system some might say is that it allows people who don't have alot of time to invest in playing 16 hours a day to be as competitive as those who do, the con's to this system is exactly what you people are talking about.

 

gone are the days of elitism where you put in more work etc on your character and you were better via stats or gear etc. 

 

unfortunately this is the "everyone gets a participation trophy" type of system. and it has its draw backs.

 

just as the old system some might say was better or worse depending on the type of player you were. if you were a hardcore gamer who nerded out for 16 hours a day like myself in games like asherons call or shadowbane, you were better than those who didn't have much time to play just from pure amount of skill training and levels. likewise that same person probably saw that system as bad.

 

I've always maintained that if you only have a few hours a week to put into a hobby you shouldn't get to dictate the rules of the game to fit your lifestyle. It would be as if me and my friends really enjoy bowling and we go bowling 4 days a week but we have 1 friend who is really busy and only comes once a week and says that we can only do 5 rounds per game vs 10 because he doesn't have the time. 

 

it's unfortunate but thats how it is.

 

i actually do not personally like the passive training system. I prefer active training, where i swing sword skill goes up, or i get X amount of xp from kills or something and I have X amount of points to put into a skill. but i haven't seen an mmo that has done that in awhile. 

 

thats largely in part due to that companies really want to appeal to a broader audience and while i admire that j todd and everyone is saying they are going to make an mmorpg that they envision and not cater to non pvp fans etc etc. i do believe they want to cater to a broader pvp audience. they know alot of people enjoy pvp, but they also know that the majority of players do not enjoy extremely hardcore old school style systems. even if some of us do. mmorpgs were a niche community for a very long time, even the asherons call and UO crowd weren't as big as say the counter-strike crowd during that time. 

 

just my 2 cents.

 

JamesGoblin likes this.

Edited by cloudfly
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what all of this boils down to is passive training and elitism.

 

aka, i am better than you because i have put more time and effort into my character than you = better stats = better player.

 

The core problem isn't multiple accounts, the core problem is passive training. 

 

Not to say passive training is a bad thing, but there are pro's and con's to all systems of advancement.

 

While the pro's to this system some might say is that it allows people who don't have alot of time to invest in playing 16 hours a day to be as competitive as those who do, the con's to this system is exactly what you people are talking about.

 

gone are the days of elitism where you put in more work etc on your character and you were better via stats or gear etc. 

 

unfortunately this is the "everyone gets a participation trophy" type of system. and it has its draw backs.

 

just as the old system some might say was better or worse depending on the type of player you were. if you were a hardcore gamer who nerded out for 16 hours a day like myself in games like asherons call or shadowbane, you were better than those who didn't have much time to play just from pure amount of skill training and levels. likewise that same person probably saw that system as bad.

 

I've always maintained that if you only have a few hours a week to put into a hobby you shouldn't get to dictate the rules of the game to fit your lifestyle. It would be as if me and my friends really enjoy bowling and we go bowling 4 days a week but we have 1 friend who is really busy and only comes once a week and says that we can only do 5 rounds per game vs 10 because he doesn't have the time. 

 

it's unfortunate but thats how it is.

 

i actually do not personally like the passive training system. I prefer active training, where i swing sword skill goes up, or i get X amount of xp from kills or something and I have X amount of points to put into a skill. but i haven't seen an mmo that has done that in awhile. 

 

thats largely in part due to that companies really want to appeal to a broader audience and while i admire that j todd and everyone is saying they are going to make an mmorpg that they envision and not cater to non pvp fans etc etc. i do believe they want to cater to a broader pvp audience. they know alot of people enjoy pvp, but they also know that the majority of players do not enjoy extremely hardcore old school style systems. even if some of us do. mmorpgs were a niche community for a very long time, even the asherons call and UO crowd weren't as big as say the counter-strike crowd during that time. 

 

just my 2 cents.

 

JamesGoblin likes this.

Thank you for your 2cents.

Skeggold, Skalmold, Skildir ro Klofnir

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thats largely in part due to that companies really want to appeal to a broader audience and while i admire that j todd and everyone is saying they are going to make an mmorpg that they envision and not cater to non pvp fans etc etc. i do believe they want to cater to a broader pvp audience. they know alot of people enjoy pvp, but they also know that the majority of players do not enjoy extremely hardcore old school style systems. even if some of us do. mmorpgs were a niche community for a very long time, even the asherons call and UO crowd weren't as big as say the counter-strike crowd during that time. 

 

just my 2 cents.

 

JamesGoblin likes this.

I don't disagree with any of this, but an observation I think is appropriate is that this system does allow for the HC folks to have their own (perhaps lower populated, who knows) CW while the rest of the players choose their own adventure as well, assuming demand.

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I don't disagree with any of this, but an observation I think is appropriate is that this system does allow for the HC folks to have their own (perhaps lower populated, who knows) CW while the rest of the players choose their own adventure as well, assuming demand.

oh sure. i wasn't saying you cant be hardcore in crowfall.

 

i was just saying it isn't a system where the hardcore players will be way better than the non hardcore players on stats and training etc.

 

and the drawbacks to said system are that you can easily by pass the 1 character etc training etc by having multiple accounts.

 

which in essence translates to people with 2 or more accounts can easily be their own crafters etc.

 

its just like having buff bots in DAoC or many other mmorpgs.  many classes were worthless once people started making buff bot accounts.

 

why take someone who can buff when you can just buff in town yourself? 

 

similarly, why bother finding a crafter to craft what you need when you can just pay for a second account and craft your own stuff for your main account?

 

i dont really have a problem with people having multiple accounts. that's capitalism and freedom. i enjoy both of those things. but i do think that you will see more people leveling 2 accounts and parking both inside CW's.

Edited by cloudfly
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Most of the problems caused by multiple accounts are already countered to some extent by current game mechanics and proposed mechanics that aren't in yet.  All ACE really has to do to control these issues is make sure that high quality resources from harvesting stay rare, and thus require heavy time sinks, crafting probabilities on max potential for items remain challenging, and vessels require highly specialization on their skill caps to produce top quality harvests/crafts/combat proficient/scouting effects/etc.  These systems (if managed properly) will force active play to be a quality player in any of these areas.  Sure there will still be bots parked for scouting, but if they lack high scouting skill limits on their vessels they will be only moderately effective.  It would take some pretty hardcore dedication to sink the time and energy into crafting high end vessels for you scout bots, and hopefully with decay this will be a constant time sink.  Yes, players can use other accounts to engage in espionage with relative impunity, but that's up to the players to vet their group/guild members.

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They could also add a system detection model, tied to the installed client.

 

Then create some worlds that restrict entry to one account per installed client, and other worlds that do not.  Then the multi-user family could find a home, and those incredibly offended by the thought of alts in the worlds they play could also be supported.

 

I really think the answer to many of these questions, is in the configuring of individual worlds.  Simply adding more optional parameters and checks will give each user the ability to select the kinds of worlds they wish to play in.

 

I can foresee a time where players are given the ability to create new world campaigns, select the options they would like to see, and then try to entice enough players to join them to justify starting the world.  Make a world with ridiculous rules, nobody plays it, make the most popular world, you will be fighting them off with a stick.

 

I think everywhere there is contention of this sort, is a good place to look at new world creation options to solve the issue.

Edited by KrakkenSmacken
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I feel like a lot of this discussion goes to waste becuase there simply isn't a reasonable way to avoid people having multiple accounts, there's simply isn't...  

 

The only thing ACE can do about this is make the VIP status more worthwhile than having multiple accounts for the average player But that is a slippery slope to pay to win and people who have the money will have no problem having multiple accounts with VIP.  

  

Most of the people i see complaining about multiple accounts are worried they will PERSONALLY and INDIVIDUALLY have a disadvantage compared to another individual. Well... This game is not about individuals and one person having an advantage over another single person isn't going to mean much.

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I feel like a lot of this discussion goes to waste becuase there simply isn't a reasonable way to avoid people having multiple accounts, there's simply isn't...  

 

The only thing ACE can do about this is make the VIP status more worthwhile than having multiple accounts for the average player But that is a slippery slope to pay to win and people who have the money will have no problem having multiple accounts with VIP.  

  

Most of the people i see complaining about multiple accounts are worried they will PERSONALLY and INDIVIDUALLY have a disadvantage compared to another individual. Well... This game is not about individuals and one person having an advantage over another single person isn't going to mean much.

 

The trick is making the VIP improvements something that are improvements, but give no multiplicative advantage if you have more.  For example a different/lower  EK tax rate for vendors in your territory.  The impact isn't helping you directly, except as a tool to draw more users to your EK for trade, and increase the value of your parcels to people interested in occupying space with you.

 

A perk like that would have little to no value on multiple accounts, because you personally get no material advantage, and if you try to maintain multiple thriving EK communities, you end up stealing your own customers.

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A perk like that would have little to no value on multiple accounts, because you personally get no material advantage, and if you try to maintain multiple thriving EK communities, you end up stealing your own customers.

Well sure but a perk like that is really not that relevant to most of the player base, so it wouldn't really make VIP more or less important.

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Well sure but a perk like that is really not that relevant to most of the player base, so it wouldn't really make VIP more or less important.

I think you underestimate the importance of Guilds and group relationships that are planned for the EK's.  Good MMO player type balance has a high number of social types, and the EK is practically designed to accommodate the grouping of those types.

 

If done right there is going to be a whole sub-culture for the EK's, that involves some players areas being trade centers and the like, so a tax perk is going to have an impact, but would not have much of an advantage to multiple account holders.

 

I think the VIP perks should focus primarily on Socalizer/Achiever types (See Bartle's Taxonomy) as those types "advantages" are least likely to trigger Pay to Win imbalances, and are the players most likely to be the most dedicated and long term players.

Edited by KrakkenSmacken
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what all of this boils down to is passive training and elitism.

 

aka, i am better than you because i have put more time and effort into my character than you = better stats = better player.

 

The core problem isn't multiple accounts, the core problem is passive training. 

 

Not to say passive training is a bad thing, but there are pro's and con's to all systems of advancement.

 

While the pro's to this system some might say is that it allows people who don't have alot of time to invest in playing 16 hours a day to be as competitive as those who do, the con's to this system is exactly what you people are talking about.

 

gone are the days of elitism where you put in more work etc on your character and you were better via stats or gear etc. 

 

unfortunately this is the "everyone gets a participation trophy" type of system. and it has its draw backs.

 

just as the old system some might say was better or worse depending on the type of player you were. if you were a hardcore gamer who nerded out for 16 hours a day like myself in games like asherons call or shadowbane, you were better than those who didn't have much time to play just from pure amount of skill training and levels. likewise that same person probably saw that system as bad.

 

I've always maintained that if you only have a few hours a week to put into a hobby you shouldn't get to dictate the rules of the game to fit your lifestyle. It would be as if me and my friends really enjoy bowling and we go bowling 4 days a week but we have 1 friend who is really busy and only comes once a week and says that we can only do 5 rounds per game vs 10 because he doesn't have the time. 

 

it's unfortunate but thats how it is.

 

i actually do not personally like the passive training system. I prefer active training, where i swing sword skill goes up, or i get X amount of xp from kills or something and I have X amount of points to put into a skill. but i haven't seen an mmo that has done that in awhile. 

 

thats largely in part due to that companies really want to appeal to a broader audience and while i admire that j todd and everyone is saying they are going to make an mmorpg that they envision and not cater to non pvp fans etc etc. i do believe they want to cater to a broader pvp audience. they know alot of people enjoy pvp, but they also know that the majority of players do not enjoy extremely hardcore old school style systems. even if some of us do. mmorpgs were a niche community for a very long time, even the asherons call and UO crowd weren't as big as say the counter-strike crowd during that time. 

 

just my 2 cents.

 

JamesGoblin likes this.

I was about to write this EXACT thing. I 100% agree and 110% agree with JamesGoblin liking this comment.

 

It boils down to the passive training system. I DO NOT like 100% passive. This is the core problem to the game IMO. I also DONT LIKE a 100% active training system. 

 

I really think we need a "hybrid" system and I have been chewing on this idea for quite some time. A  Hybrid system SOLVES the problem of multiple accounts being better.

 

 

What do I have in mind? I am glad you asked :)

 

What I have in mind is both a passive and active training system. There would be very little changes as to how it works now. You select some skills to train, you go to work, come back and BAM! You did some training. Great, no issues here although on a side note, I would rather have each "node" be only 10 levels, instead of 100, and I would rather make this NOT auto-refresh so that after every level, you had to manually "complete" the training and then manually "reset" it, though this ONLY works if you have a portable "gateway" or "app" of sorts that allows remote access. This is another issue though, so for the sake of this, lets keep it the same. 1-100. Takes several days of passive training to level.

 

So great! no changes. Maybe the only change would be to reduce the rate of passive training by a small amount. 20-30% or something.

 

 

So what will change? Well this is where I think having an "active" system of training comes in, and ALSO where I think you have a significant value if VIP.

 

- ON every "completed action" in the game, there should be a CHANCE to drop an "Exp Orb" - this would be similar to their idea of "gold dust" dropping on everything and HECK, maybe you CAN use gold dust for this. But upon completing actions, "EXP Orbs" should drop and give direct EXP to ALL the training you are doing at that time. I dont know the ratios, so just for giggles lets say you are training a skill and it has 5 hours left to complete that training. You go mine some ore, and boom, and EXP Orb drops from the Ore node. You pick it up and it instantly reduces that time from 5 hours to 4 hours and 50 minutes - cutting the time down 10 minutes (scaled based on the difficulty of the action).

 

So now someone who is ACTIVELY playing will be gaining training at a FASTER rate than passive training. This EXP would work on your VIP 3 Archtypes as well, meaning you are gaining EXP at a much faster rate than pure passive.

 

This also means a player can play how they want. Maybe they want to DO crafting, but be leveling a combat "node" in the Universal Tree. Well the exp drops from an ore node, and as specified above, it gives EXP towards the active training.

 

Or Vice Versa! Say you are training a crafting skill/node, and kill something. The NPC drops an exp orb, gives EXP directly to the current trained skill, reducing the time on that next Crafting Level by several minutes.

 

This diminishes the tole of alts, because an ACTIVE player can level ONE account faster than an UNACTIVE player can level 2 accounts. Or atleast diminish the "benefit" of having two accounts. 

 

Now, this would clearly need to be "fine tuned" in the EXP gain rate for both active and passive, but this still allows players to progress passively (which I think is AWESOME and makes people think about their characters while in RL, so HUGE benefit to passive training) but still allows players who play the game to gain EXP at a faster rate than someone who is just passively leveling a crafting Alt.

 

If someone WANTS to pay for 2 accounts? Let them. But there does need to be an advantage to actively playing one. 

 

Now someone might actively play one and passively train another. There is no way around this and this is why I think it should require a little more "management" on the passive system. forcing people to manually "reset" training each level, forcing it to be a little bit more work for a person to run multiple accounts.

 

 

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I was about to write this EXACT thing. I 100% agree and 110% agree with JamesGoblin liking this comment.

 

It boils down to the passive training system. I DO NOT like 100% passive. This is the core problem to the game IMO. I also DONT LIKE a 100% active training system. 

 

I really think we need a "hybrid" system and I have been chewing on this idea for quite some time. A  Hybrid system SOLVES the problem of multiple accounts being better.

 

 

What do I have in mind? I am glad you asked :)

 

What I have in mind is both a passive and active training system. There would be very little changes as to how it works now. You select some skills to train, you go to work, come back and BAM! You did some training. Great, no issues here although on a side note, I would rather have each "node" be only 10 levels, instead of 100, and I would rather make this NOT auto-refresh so that after every level, you had to manually "complete" the training and then manually "reset" it, though this ONLY works if you have a portable "gateway" or "app" of sorts that allows remote access. This is another issue though, so for the sake of this, lets keep it the same. 1-100. Takes several days of passive training to level.

 

So great! no changes. Maybe the only change would be to reduce the rate of passive training by a small amount. 20-30% or something.

 

 

So what will change? Well this is where I think having an "active" system of training comes in, and ALSO where I think you have a significant value if VIP.

 

- ON every "completed action" in the game, there should be a CHANCE to drop an "Exp Orb" - this would be similar to their idea of "gold dust" dropping on everything and HECK, maybe you CAN use gold dust for this. But upon completing actions, "EXP Orbs" should drop and give direct EXP to ALL the training you are doing at that time. I dont know the ratios, so just for giggles lets say you are training a skill and it has 5 hours left to complete that training. You go mine some ore, and boom, and EXP Orb drops from the Ore node. You pick it up and it instantly reduces that time from 5 hours to 4 hours and 50 minutes - cutting the time down 10 minutes (scaled based on the difficulty of the action).

 

So now someone who is ACTIVELY playing will be gaining training at a FASTER rate than passive training. This EXP would work on your VIP 3 Archtypes as well, meaning you are gaining EXP at a much faster rate than pure passive.

 

This also means a player can play how they want. Maybe they want to DO crafting, but be leveling a combat "node" in the Universal Tree. Well the exp drops from an ore node, and as specified above, it gives EXP towards the active training.

 

Or Vice Versa! Say you are training a crafting skill/node, and kill something. The NPC drops an exp orb, gives EXP directly to the current trained skill, reducing the time on that next Crafting Level by several minutes.

 

This diminishes the tole of alts, because an ACTIVE player can level ONE account faster than an UNACTIVE player can level 2 accounts. Or atleast diminish the "benefit" of having two accounts. 

 

Now, this would clearly need to be "fine tuned" in the EXP gain rate for both active and passive, but this still allows players to progress passively (which I think is AWESOME and makes people think about their characters while in RL, so HUGE benefit to passive training) but still allows players who play the game to gain EXP at a faster rate than someone who is just passively leveling a crafting Alt.

 

If someone WANTS to pay for 2 accounts? Let them. But there does need to be an advantage to actively playing one. 

 

Now someone might actively play one and passively train another. There is no way around this and this is why I think it should require a little more "management" on the passive system. forcing people to manually "reset" training each level, forcing it to be a little bit more work for a person to run multiple accounts.

 

 

I do like the idea of accelerated active training, but perhaps the answer is not to make a new thing in XP orbs that drop.

 

Allow players to purchase active XP boosts with the gold crafted from the drops, but, and this is a huge but, the only impact it has is that while you are logged in and playing, your XP time count doubles or has some other speed up factor applied.  Have this cost impacted by the tier you are training, so that accelerating a tier 4 skill costs 4X accelerating a tier 1.  

 

Some limitations

 

Do not allow it to work in EK.

You do not get this benefit if logged out.

If you switch skills you are training, the "purchase" on acceleration stays with the skill it was bought for.

It's limited to the arch type and skills you are currently playing, no universals.

 

This would also have the advantage of new players being able to catch up quicker on their most active arch type, and create a decent currency sink.

Edited by KrakkenSmacken
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I like Krakken's version better. The key is to not encourage grinding. Having Exp orbs dropping from nodes or mobs will encourage people to grind. Krakken's version eliminates this.

 

The only thing I would change is instead of buying the potions, I would make them crafting recipes since there will be no vendors to buy stuff from. They may also want to cap the amount of accelerated XP you can get per day, maybe by putting a cooldown on the potion. For example, maybe the potion lasts 4 hours and has a 24 hour cooldown. There would be different tiers of potions for different tiers of skills.

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