Quote:
Originally Posted by Finsterlord
Hey folks,
I came up with a new idea of making this game somewhat less pay2win:
From what I usually see in adv threads here is that users are rewarded with silk/hour or silk/vote in general. This system is getting abused massively.
My idea is having some kind of login event. The login event would provide you with important silk items every day that you login at least for 1 hour ingame. No matter if you played 1 hour or 12 hours, rewards would stay the same. Remember 1 hour login time a day would be the requirement. That's motivating for casuals too. What I like about login events is the fact that pure logging activity is rewarded. Players login and therefore boost server activity. What you do ingame doesn't matter; you simply could stay in town being logged in for 1 hour at least.
As rewards you would get a premium ticket, a devil res, a pet clock that are limited to 1~2 hours at maximum (everything account-bound). Thus you still get in the advantage of having these items but you pay a price for it: the time is very limited. You would need to decide wisely when to use the items. If you want to enjoy these advantages for more than 1-2 hours per day, you simply could buy the originals from item mall. In the item mall I would offer premium, devil res and pet clock in versions that range from 7-days, 14-days and 28-days (original).
What do you think about it? Could be I missed some points but in overall I really start loving this idea.
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If you don't want a pay2win server, the solution is simple and comes with 3 options (You don't need to apply 3 at the same time):
1) Remove Silk scrolls
2) Make gold important and job profit really low (x1-x5) as well as give utility to gold rather than just buy pots for goldbotting (Also, set sell price of items to be low)
3) Add events to get silk, but fair for everybody, not just "the strongest wins" like LMS, Survival or similars.
Quote:
Originally Posted by Simulation1337
CTF solution is simple.
We can already detect when skills are used... When a player kills a player/monster... The solution is already there.
I'm sure it wouldn't be impossible detecting the amount of damage that has been taken by a user... Not even sure if you log that at all, but you can easily figure it out. We can detect when a skill is used... All we gotta do is detect which player it's used against... Do some calculations based on the skill's damage that was used against the player's gear that it was used against.. and there you have an estimation of what the damage the player took was.
Point of this? Simple.
Instead of rewarding for kills, you can now reward on multiple shit.
If a player used a healing skill (such as force/cleric) add up the healing done, and you can reward based on top healers.
Take the damage done idea above, and you can reward tanky people who took the most damage.
Take the damage done idea again, and you can reward top people that have the highest damage.
Take the force debuffs, stuns, any other debuffs, and you can reward people that have the highest "support" stats.
Mix this with Wicked's idea, and it's gonna be completely fair.
Honestly you can expand this even more.... But the idea is there.
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Actually no, people will always pretend to abuse from it, they could easily set up a bot pt to massively spam heals and get in the top rank, rewarding tanky people will just encourage turtling during the whole event, chineses shield/snow running 24/7 and euros full buff 24/7 and kb each other to avoid glut. Anyway a system like that would be interesting to see if it's balanced properly