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Planet IIA Discussions Discuss anything and everything related to Endless Ages and the Endless Ages world. Spam and personal flaming is NOT allowed. |
06-20-2008, 10:04 AM
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#41
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I dont like the idea of a cheap fast breakable gun.
The idea behind amulets of exp gain are that they would work accross all spectrums of what you were doing.
Example..
Amulet of 10% Gain 10$
Amulet of 15% Gain 15$
Amulet of 20% Gain 20$
Fix the breakable system and make them autobreak after 24 hours. I want to use a more powerful gun so that i can gain stats as well at WT or other skill. I want it to affect SS ing and everything i do.
You know...
The other thing you could do is offer an ability to upgrade a character to some special level like they do in the dragon quest and mech quest internet games. some kind of 1 time fee of 29$ or higher that you can "promote" one ofyour characters. (you can pay again for each of them if you like) Once they are one of the "specials" an example from the other game is "star capitan". You get 10% increase in skill gain amd special items only availible to this caste of players.
This is where the cooler showy armors could come in or different models for guns or special riding pets or special houses etc. These all have to be bought of course but you cant buy from "this store" unless you are a member of this special caste.
I hope that made some sense.. i have a blistering headache.
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06-20-2008, 10:43 AM
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#42
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One thing I would like to see are non-drop badges. Where you buy this badge and if you have it in your inventory when you die, none of your stuff drops. The only thing that would happen is you would lose one of your non-drop badges. You could stack these in your inventory and you would slowly lose one each time you die.
This would be good for the trading post as it creates a disposable item that would need to be bought again and again by the people who are frustrated by retrieving their bodies, and/or tired of being killed by PKers and losing their stuff. Plus it would allow people to be more open to PvP outside the arena, as they could assure themselves they won't lose all their stuff if they lose. And it would be seen as one solution to the PvP versus PvE arguments EA likes to engage in every couple of months. PKers can still "get" their murder, and the PvEer can continue on without losing their valuable stuff, only losing access to a particular location until the PKer leaves.
Unfortunately this would probably require a couple engine changes. But I would like to think you could basically modify the logic that you use to determine if the player is sub-10 level to drop his stuff, and OR this badge being present in their inventory to it. Then all that would happen is you would decrement the amount of badges they are carrying by 1.
This plus a scroll of invincibility mentioned previously would be very helpful when griefers decide they are going to kill people trying to leave FT for instance.
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06-20-2008, 10:51 AM
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#43
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Dude Non drop badges genious!
This is a great idea.
Pricing.. thats the rub. 1 for a buck? or pack of 10 for a buck. Yes i think pack of 10 for a buck. Basically everyone playing this game needs to spend or have a reason to spend 15 bucks a month on this game at a minimum.
Another badge that you just gave me an ida for.
the PK badge! For every one in your inventory you get one free PK without impunity. Again pack of 10 for a buck. This would be especially usefull for the kind of PVPing i want to promote. Wich is squad and team matches at various places around the world.
Which leads me to one more badge...
The Questing Badge. Which makes you exempt from PVP of any kind you cant kill and you cant be killed. 1 badge last 48 hours and costs 10 bucks.
These are the kinds of things this game needs.
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06-20-2008, 10:55 AM
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#44
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I have no doubt that if you make these kids of changes and somehow upgrade the graphics a little and add a few new islands.... that this game would take off like a rocket. It will become accessable to many more people who will find great enjoyment in the style of play they want and everyone can coexsist.
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06-20-2008, 11:20 AM
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#45
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Ghey Wad
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The only problem with the Questing Badge and NonDrop Badge that I can see, is that they both screw over the PK side of gameplay.
The only way the questing badge could possibly work is by putting people with it in a nonPVP instance, and that takes away a lot of the difficulty from the game. If you went to FT and you were in an instance with PKers and you were nonPVP, then the PKers would lose their hiding spot when they attacked you and found out that they can't fight you. Not to mention the lost ammo. Not to mention FT/catas/coa/bm/14/15 are supposed to be dangerous places where you worry about dying from PKers, not someplace you can prance around in and be obviously there. Having a group can help get you through all these places, and if you have no friends get some social skills there's a decent amount of people willing to help out a newbie if they're not wrapped up in their own thing. Worst comes to worst you grab your best friend and force him to play by holding his/her dog hostage or something.
As for the nonDrop badge, it takes away the PKers profit. At least a fair number of PKers do like some loot after a kill, murder counts don't quite pay for ammo, although something like that could be implemented later on. Regardless for now, it would take away from the point of being a PKer. Believe it or not the point isn't just being an asshole and messing up peoples' quests, it's also for profit. If a nonDrop badge was to be put ingame, they'd have to be more than a buck for 10. Much more.
PK badge sounds good though, you can PVP without going red then.
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06-20-2008, 12:14 PM
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#46
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Blank no offense but you guys that are only about PKing people and not PVP are part of the reason this game has never reached its potential anf keeps dying over and over and getting passed from one dev team to the next.
Tthe Pk badge balances out the Quest badge. the point is you have to give people the Chioce through their pocket book to play the game the way *They* want to not the way *you* want them to.
The game in of itself is very difficult for many people. Not everyone is a master FPS player. It only becomes frustrating not merely difficult when people are pking you when you are trying to focus on a quest.
The Quest badge allows for a way for players who want to Quest freely for a weekend to be able to do so AND support the game financially at the same time. There will be plenty of players that wont spend the money or who feel like you and want the added challenge.
If you read my posts here and elsewhere you will see that i am for more PVP and more varied forms of PVP than there currently is in the game. I think that as an example that PVP shoudl be from level 1 to 18 but put limits on it like you can only PK someone withing 3 levels of you on the entire surface of the world except SZ. I think that the lower level players would enjoy having it out in non SZ long before they get ND. the lower regions of the game can use the traditional 12 and up rule.
rewarding players for "murdering" is one of the biggest flaws in this game. And while you may think that there are a lot of players "in the game" that want exactly that. the truth is that leads to a player base of 100 people that wont support the game because most people dont want to get raped all the time when they are playing a game.
The solution is to provide a way for people to attack people without impunity if they are willing to pay for it and also a way for people to get and excemption for a limitd time if they are willing to pay for it.
Some of you need to decide wether its time to compromize a little and have a better game with a bigger player base and devs that get paid and add new content or a game that is all about your ability to murder people and take their stuff that is gone again before winter because it has no players and doesnt make any money.
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06-20-2008, 12:32 PM
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#47
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Shoot the ground to start
When I started playing EA I paid $10 a month to play on the Cali PvE server. I had just a much fun then as I do now, so I personally have a hard time with the argument that FT/13/14/15 need to be PK havens for the game to be good.
I think Hellbiner makes a good point, let the players of EA pay for the way they want to play. If 5% of the community like to buy quest badges, then that's only a 5% loss in PK targets. If 70% buy quest badges, well then maybe all the assumptions people have about what makes EA good needs to be reconsidered.
As far as the non-drop badges, I have a hard time feeling sorry for the loss of 20 shots of ammo from a PKers, or for their lost PK hiding spot. If there is no consideration for the victims lost items, why should they have any consideration for the PKers loss. Turnabout is fair game, if you will.
I could see making the players' names turn yellow, instead of white, to signify they are carrying quest/non drop badges. That way PKers can be selective on who they attack.
I have some ideas on improving the murdering system as well, but that is for another thread, another day.
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06-20-2008, 02:09 PM
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#48
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Ghey Wad
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lol, I'm not even close to being a PKer, to be honest, you can't just have it so you can go through really difficult areas without a risk of being killed and looted by someone else. The underworld's only law is fight or flight. I understand the difficulty of of questing when you're getting spawn raped, I've been through that too, it's not fun, but there is a point when things start to lose meaning. I'm not saying the murder system is fool proof or anything, but you're talking about taking out a part of the game that people seriously play. You don't just get rid of the PKers either with that, you get rid of the anti-PKers who "PK" the PKers.
Also there's no point in losing items at a certain point in the game when you can keep everything for a cheap $1. The idea of planning gets shot to hell with this. There's a reason why normal people don't bring 700k worth of magic reagents with them, because they don't want to drop them. There needs to be some penalty for dying, and if it's not your items it's gonna be your skills/stats like most other games. It keeps people from using death as a cheap teleport to where they need to be and it keeps people from being willing to die.
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06-20-2008, 03:29 PM
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#49
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Blank, its obvious we have a differing of opinions on what these badges would do to the game.
I understand how some people like to play this game, and respect it, to the point that they don't go overboard and grief. (which unfortunately happens more then I would like)
But if some people don't need the threat of losing all their stuff, once in a while, to have fun in this game, I don't see the harm. Especially if it keeps them from getting frustrated and leaving. If this game is about the PvP for some people, then non-drop badges in my opinion will produce more of it.
The quest badges are a little different in that they would impact the players who like to kill players without provocation, and lessen their murder count, so I could see these costing more than just a non-drop badge. But even there I believe the inconvenience the PKer suffers at the loss of a target is worth the sacrifice of keeping money flowing into the dev team, especially if there is a way for the PKers to know not to waste his time with a yellow tag.
But with respect for Silent, and the original purpose of this thread, I propose we either curb this discussion for now, or take it to a new thread, as we have probably strayed too far off topic, and we are far from any of these ideas from implemented anytime soon anyways.
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06-20-2008, 11:14 PM
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#50
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See the whole "murder count" thing is a probem anyway. people should not be penalized for killing people in a PVP oriented game. There needs to be a different way to govern the conduct of people.
IMHO the simple and right way to do it is to offer pk badges and quest badges. There are a lot of players that want the freedom to pk but they are not looking to get red tagged. The few bad apples that want to get red tagged can and the rest of us can support the game finincially by buying PK badges and Quest badges.
heck even the Quest buyers will likely buy PK badges and get into the action because they know there will be an option for them to be freee to quest when they want to.
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06-20-2008, 11:16 PM
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#51
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No drop quest badge is 10-20 bucks and lasts 48 hours.
Pk badges will be getting bought all the time by people. They should be 5-10 for a buck. Because you could expend 10 in 15 min in FT or some other area once this gets rolling.
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06-20-2008, 11:28 PM
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#52
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Quote:
Originally Posted by BlanK
lol, I'm not even close to being a PKer, to be honest, you can't just have it so you can go through really difficult areas without a risk of being killed and looted by someone else. The underworld's only law is fight or flight. I understand the difficulty of of questing when you're getting spawn raped, I've been through that too, it's not fun, but there is a point when things start to lose meaning. I'm not saying the murder system is fool proof or anything, but you're talking about taking out a part of the game that people seriously play. You don't just get rid of the PKers either with that, you get rid of the anti-PKers who "PK" the PKers.
Also there's no point in losing items at a certain point in the game when you can keep everything for a cheap $1. The idea of planning gets shot to hell with this. There's a reason why normal people don't bring 700k worth of magic reagents with them, because they don't want to drop them. There needs to be some penalty for dying, and if it's not your items it's gonna be your skills/stats like most other games. It keeps people from using death as a cheap teleport to where they need to be and it keeps people from being willing to die.
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again the whole point is you give people the choice of how they want to play. Those that are smart PVP players and dont buy quest badges wont pack 700k of stuff with them. Those that dont want PKd will buy the quest badge and will. They still risk getting killed in a dangerous area by the creatures in the world. (something that happens all the time to everyone). There is still a penalty for dying its just not a penalty imposed on you by another player..... again.. *IF* they spend money on a quest badge and that badge only lasts for a limited time. So obviously people are not going to shell out 100 bucks a month every month to avoid being PKed.
And heck even if they do? more power to them they are funding the heck out of the game we all love.
Do you see how thses issues you bring up resolve themselves?
(no way non drop badge is 1$ we are talking 10-20 bucks minimum and it only lasts 48 hours)
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06-20-2008, 11:30 PM
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#53
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Lets remember that we have to come up with things that people will need to buy or want to buy all the time, every month or even every week and keep the dollars flowing in so i can get my arena island some day :-)
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06-21-2008, 08:21 AM
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#54
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Ghey Wad
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Oh I had nothing wrong with the PK badge, that's actually not that bad of an idea. And I misinterpreted the quest badge to include nonDrop badge powers, big mistake on my part =P. Maybe make the nonDrop badge a bit more expensive though, because if you can get too many, then people will keep buying them taking away part of the penalty of death.
But yea with the quest badge I see your point that no one would buy 15 a month to stay PK free. Unless they were really rich assholes...
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06-21-2008, 11:24 AM
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#55
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I like the idea of non-drop armor pieces that come from rare drops to be purchaseable.
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06-21-2008, 12:42 PM
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#56
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Need gold... please add this week. :-)
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06-24-2008, 11:25 AM
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#57
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Upon further reflection maybe Gold is a bad idea. I am rethinking my position on it.
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06-24-2008, 12:54 PM
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#58
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Another idea that might be worth trying is an EA Advantage Membership Card. Kinda like the grocery card membership programs we have here in the states, where if you are a member you get special discounts on items at the store.
The EA Advantage Card. It could be something like $5 a month ($13 for 3 months, $25 for 6 months, etc.) to be an Advantage Card holder. You could offer 10% off of every purchase for people that have enrolled in the program. You could give Advantage Card holders access to items a month prior to it being available to normal members (I would balk at the idea that you HAVE to be a member to get a certain item). You could turn all card holders names green or orange (now that orange is being fazed out as everyone's initial subscriptions are ending) on the forums.
In a way it would be a return to the subscription model, but it would be the user's choice to enroll.
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06-25-2008, 06:01 PM
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#59
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After having bought some gold i can definitely say it was a good thing for me. it helped kick start things i was wanting to do and allowed me to get into some trades with other people that i simply could not have done without it.
I think for the health of the game with such a small community that buying gold is not just a good idea it is essential. For instance buying agents and parts needed to level various skills.
It may be that one day with a bigger game population that gold will have to be removed for in the short term it is greatly helpful.
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07-16-2008, 12:44 AM
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#60
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When creating purchasable items, there should be some guidelines:
1. Nothing should be so overpowered that it makes a huge disadvantage to other players (guns 100x stronger than the strongest non-purchasable)
2. Items should be worth it, and equipment should be better than non-drop
The problem with non-drop badges where if you die you lose a badge instead of your items can be against #1. Rich people can just stock up on them and never worry about it if it's like $1 for 10, then killing anyone they want. If it's too expensive other people won't want to pay. I strongly suggest that items like this are purchased in limited amounts. Say, you can only have 10 badges a week, a maximum of 30 badges at once.
The exp boosts are really common, especially something that would last a wek for like $3-5. Discounts are a neat idea too.
Aesthetics are really good ideas. People want to stand out and look leet. If they pay for something and have a glow or something that makes them part of being a donater.
Pets always make a convenience for extra storage and possibly auto loot (maybe make it so that every time you kill something, it automatically loots it). Pets should not be killable, but if the player dies they should be able to be looted.
Ability to buy payed quests would be something no other games have done. I think it would make the game stand out. They should, however, be labeled according to difficulty.
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09-17-2008, 03:00 PM
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#61
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i like the training amulets. however im against putting things in that imbalance paying and non paying customers too greatly (noob buys an arc farion and shoots destroyer for 20 hours with acid gun, now hes better than me woot!). things like cellulus heals or suns elixers for 10 cents each would probly be bought quite a bit. or even just non drop peroxis for 10 cents a piece.
the badges are a decent idea. giving a player a yellow name will not help identify them in any way, you cant see players names until your in melee range. my idea for this would be to add an attack shield like effect, somewhat like the buggy shield on the spaceship, hopefully without such a crappy visual range. not to mention it would just be so cool to have a force field on :P
use the same shield graphic with a different color, and give all races except frog force field gens for say, 7 rune, or 5 death prot (**DIFFERENT SHIELDS**) i guess you could throw in a 10 normal shield too, but that would kinda make blobs have 100 resist lol
i also agree with adding the nondrop tokens, make them destroyed on death tho, instead of timed. also, these should be 35 cents each imo. 20 for $5 would probly help increase sales
this kinda goes with my post about magic, but you could add a magic sword to each race. rune damage, one handed and allows you to cast spells with it equipped
another idea that goes hand in hand with dualies, and im surprised i havent seen anyone sayin it, dual wielding leveling swords!? sounds pretty bad ass to me  EDIT: i thought further on this, alot of the melee weapons are already on the verge of attacking faster than the server reads it, might not be worth it.
lastly, and this idea i feel is not as rediculous as it initially sounds.
sell skill levels. Trade skills only, soemthing like a 50 cents per level. you want to save some time and buy from 15-17 alchemy? thats gonna be 8 bucks for level 16 and 8.50 for 17. the prices could be adjusted to closer fit the development teams thoughts. on a finishing note, please do not EVER offer other skills for sale :P (i could probly live with selling hide skill lol, MC WT SS MELEE PILOTING MAGIC, not for sale preez)
nothing too huge.
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10-09-2008, 08:19 AM
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#62
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Jason, i would pay w.e just to get my old account re-instated
some would say it is cheap because i would be ahead
but in reality, i just have already done all the work they are currently doing
and i think many older players would come back if they could pay some fee
because i want to play on the weekends when im not at college just for fun, and to do the new quests
and anything else new
just an idea and i remember caustic saying they were all saved to some sort of data base
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10-13-2008, 05:47 PM
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#63
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