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    Posts made by Basileus

    • RE: Rhykker Mention of "Pay for Convenience"

      @Tuoni The thing is, if you ignore what the term means, it just becomes a meaningless term that people throw around to insult devs and companies, instead of a red line that a company cannot cross. Millions of people are often wrong, and just because everyone is wrong doesn't mean you have to abandon the correct definition, which acts to form a good barrier against abusive practices in a game's mechanics. The equivalent in politics would be calling everyone a Nazi, thus diluting and therefore ignoring the impact the word (and what that organization did).

      There is a reason populist movements engage in heavy name calling by calling their opponents traitors, enemies of the people, murderers etc, as it is a powerful tool to divert the public's attention from actual problems. The masses playing games are pretty much doing the same thing to game developers by accusing them of P2W even if it isn't actually the classical definition of paying to gain an advantage that a free player could never attain. This is usually because they're frustrated with something in the game's mechanics or their own unwillingness to grind out a game (which in turn indicates that they don't actually like the core game loop). A good example of this right now is Magic the Gathering's Arena. During the time when the meta was fun to play, there were little accusations of "P2W". Now that the current meta is boring and repetitive, there are plenty of accusations of "P2W"; the real reason is because the current game is boring to play, not because the game is actually "paying to win".

      At the end of the day, paying for convenience is a proven way to keep a game alive (League of Legends being the best example; one champion could take days to farm for, or you can instantly buy it with real money), and is needed for any modern game business model to work. Pay to Win kills games.

      You might have heard of a recent indie game called Mordhau, which is completely free after the initial payment, with free cosmetics, free weapons, free progression and etc. That game was at the top of Steam's charts, but has now fallen down to the wayside, simply because of the fact that it is no longer reasonable for the devs to keep investing all their time into a product with little return, and therefore the updates come very slowly. If that game had a standard modern business model (pay for convenience, such as quickly buying new weapons that might otherwise take 24 hours of gameplay to grind, and cosmetics), they would have had access to more revenue, which in turn would allow the devs to invest more money into creating more content. The gaming world worships the idea of returning to the old days of buying a game once and never paying again while having full content at low time investment. This used to work when games were not a service, when they were mostly singleplayer, were never patched, never updated, and there was little competition. This no longer applies to modern games. If Fractured is to thrive in the modern world, it needs to adopt modern business models so it can compete with all the other great alternatives out there.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: No Trick, Big Treat: Alpha 2 Launch Revealed

      I'm looking forwards to seeing demon content if there is any right now! Even the character creation process for it would be nice to see.

      posted in News & Announcements
      Basileus
      Basileus
    • RE: Daily Message posting

      Daily post here!

      posted in Off Topic
      Basileus
      Basileus
    • RE: Rhykker Mention of "Pay for Convenience"

      @Tuoni Not really, the meaning was diluted over time by people who didn't know what it meant, so it got applied as a pejorative to anything that monetized a game that certain players didn't like. It's similar to how 'literally' got the opposite meaning to the original word (which means "like literature", instead of "actually" which is how a lot of people use it today), and thus the word now makes no sense whatsoever and can be used to mean both things.

      If we define P2W as "Pay to Win", then this must be a situation where a player can pay infinite money to become infinitely better than all other players in the game, and free players should have no avenue to achieve said power. Games that this apply to would be like IRL Magic the Gathering in the Legacy format (or whichever format that lets you play black lotuses, a card that costs thousands of dollars). This would not apply to Magic the Gathering: Arena, the online version where a F2P player can eventually grind out all the cards in the game for free, but a user can pay to buy packs with money instantly.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Daily Message posting

      Grabbing some points!

      posted in Off Topic
      Basileus
      Basileus
    • RE: Rhykker Mention of "Pay for Convenience"

      @Logain P2W is very simple, it generally refers to paying for an advantage that players who normally play the game just cannot get. Usually it is restricted to things like Asian MMOs, where you can buy a sword that does say, 5 times the damage of anything lootable or craftable in game.

      In games like EVE, there is no P2W, because even if you can buy ISK with PLEX (bought with IRL money), the ISK can be gotten in game as well, and everything in the game is made by players in some manner (aside from the starter safe zone stations).

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Fractured - a living world?

      This would be massive feature creep. Games that have fully reactive NPCs such as the type you're suggesting are generally single player games like Skyrim, and even then it's a very shallow system usually because there are just too many possibilities to model. In terms of cost of production vs game sales, it would be one of the least efficient ways to make the game popular.

      After all, if we make all the NPCs shared, then soon enough players will have killed every single NPC in the game anyway, and if they are instanced, then the game has to somehow store those data states for each individual player, leading to either very shallow interactions (see Elder Scrolls Online's quests where you can choose to kill an NPC, only to have them surface later in an expansion with a neat lore rewrite to explain their existence), or being way too complicated and sinking the game before it even releases.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Rhykker Mention of "Pay for Convenience"

      In Elder Scrolls Online, people pay for things like riding lessons (speed up mount speed which is otherwise limited to 1% gain a day until you hit 60% which is maxed), experience scrolls, housing furnishing, houses, and crafting research speed boosts. These things are convenient and don't make the game P2W.

      If Fractured wants to turn a good profit, they'll probably have to do the same, as well as have limited cosmetics inside lootboxes to engage with the whales. I know a lot of people hate lootboxes, but as long as it's just cosmetics, it doesn't change the gameplay and it keeps a game profitable and alive with lots of content updates, which is the more important factor.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Daily Message posting

      Yet another daily. Looking forwards to seeing more content soon as well with the recent announcement!

      posted in Off Topic
      Basileus
      Basileus
    • RE: Daily Message posting

      I guess I'll join in here 😛

      posted in Off Topic
      Basileus
      Basileus
    • RE: Becoming an angel

      I think angels will be pretty rare, since most people who roll demon to start with would generally be players that prefer PvP. Whereas the opposite would be more common (rolling beastman, then becoming an abomination), as that's usually the general trend for players in most multiplayer games (start with PvE, end with PvP for emergent content). That being said, the fact that angels will probably be rare means that people are more likely to try to make their characters angels for status.

      posted in Questions & Answers
      Basileus
      Basileus
    • RE: Haven't pledged? Want to upgrade, but not sure yet? Tell us why!

      I decided to pledge at last, but only for the lowest tier. This is because I live in New Zealand, and the idea of separating the world by regions doesn't sit well with me (as I'll likely be forced to an empty server) unless I can of course pick and choose the server I want to connect to. I'm still looking forwards to see how the PvP will be implemented, and the idea of playing a Vampire/Succubus in an MMO with gameplay that revolves around that fact always fascinated me.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Opinion on Monsters after the alpha

      I'm excited to see how they handle PvP, as I feel that will be the true end game (as is usually the case for most games unless you're just full of super interesting content like Warframe, and people eventually burn through that and go away from the game until the next update).

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Let's borrow some ideas from other games!

      What I would prefer to have happen right now is for the devs to stick to their core vision for the game without any feature creep. If the core is a fun and engaging sandbox experience, then any additions can come later down the line to enhance the core experience and give players new things to do. If the core sucks, then no amount of extra features would make it suck less.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: I suggest to continue the Foundation program

      I'd be happy with it continuing for a longer time period. We'll see what the devs decide to do eventually of course.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Requerements

      I can't imagine that it'll be much more intensive than something like Path of Exile, given it's a similar format of gameplay graphics wise.

      posted in Questions & Answers
      Basileus
      Basileus
    • RE: everyone's thoughts on the game

      We'd have to wait till very late into the Beta to see what it might become. Much too early to say how it'd do right now.

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Post Kickstarter Funding is Going Well

      I honestly just want to see what the advanced demon character models look like. Will be interesting to see what they come up with!

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Post Kickstarter Funding is Going Well

      Nice, looking forward to seeing what the character creation looks like!

      posted in Discussions & Feedback
      Basileus
      Basileus
    • RE: Unity has blocked SpatialOS - What's up and what it means for us

      @tulukaruk

      If you've worked with Unity before, you know that they're a very developer friendly organization. Furthermore, the TOS changes are merely for show. The fact is that Improbable has been breaking the TOS from the get go, (putting their wrapper around a one time use Unity License, then selling that to multiple people). The TOS change was merely to clarify that they were indeed breaking the rules, and that it was time to negotiate. Improbable then plays victim, runs to the press, and has a backup 25 million dollar plan in place in under 3 days.

      Improbable might think it's being smart, but this is a pretty transparent scheme from where I stand. Let us see how it plays out. Improbable wouldn't be the first unicorn to use dirty tricks to get ahead, and it won't be the last, but often these unicorns companies are just playing the coinflip game, much like cheaters in exams. Flip heads 7 times in a row, and you're a straight A student graduating with honors. Flip heads 6 times and tails once, you're exposed as a cheater and leave in disgrace with nothing.

      Remember that at this point, Improbable has actually made no actual money yet (their balance line is still deep in the red and they haven't been profitable once), and like other unicorns, rely on fresh investors dumping money into them for the promise of one day being a major cash cow. For example, did you know that even Twitter, the giant unicorn of today's world, just turned a profit for the very first time in Q2 of 2018? And they've been around since 2006. That's 12 years to turn a profit (but of course, now it's a very valuable and trustworthy unicorn, and one of the good ones in terms of how they run their business).

      posted in News & Announcements
      Basileus
      Basileus
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