We've had a large number of people request that we keep subscriptions, artifacts carts, and credit purchases open on Imperian after we start doing automatic credit generation on the 15th. So the question is, does it matter if we keep them on?
I'm semi leaning toward the idea that leaving purchases on would be fine. We would probably not continue to do some of the special items, like giftbags. Leaving purchases open would keep a small amount of cash coming into the game which may allow better services and it lets people who want to "catch up" fast to do so.
That said, most people should be able to get a viable combat character fairly quickly with regular play. Getting a second profession will take much longer, but the lessons and credits earned from levelling and achievements should get that first profession and basic artifacts relatively easily.
Anyways, let me know what you think.
Comments
Speaking of non-gamebreaking things, could doubloons be made transferrable? With artifacts more easily obtainable via in-game means, there seems little point to restricting the temporary method. Speaking as someone who doesn't really use doubloons for much, I'd love to be able to have newbies borrow artifacts to make it easier for them to start out (plus they can test drive arties before buying them outright).
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I'll lose my bacon if I see new promo items for sale, though. Rerunning old ones could maybe be okay (eg an assembly sale for all the shiny cosmetics people want to complete), but no new promos plxkthx.
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1. I would not see us bringing in new promo items. They are a lot of work, and the game is saturated. if anything, I would like to pull some of the items from the game as they just add bloat.
2. We will still be freezing retirement values and retirement into Imperian.
And I'm not accusing anyone of being entitled, just pointing out that if you weren't here before Retirement existed it felt like any other purchase - Character re-customization from World of Warcraft or buying of an expansion pack in a single player game, etc.
Anyway, either nerf artifacts directly, or nerf them by making them much, much more accessible. Honestly, to do "free" right you need a totally different model. Ideally it would be a lot like other games where everyone basically has access to all of the same things, and fights are basically "who is actually better, given roughly equal starting points"?
That honestly makes no sense, unless I've somehow misunderstood what you were going for. There is no way to make a free game model work without completely screwing over your existing artie whores (unless maybe you'd, you know, just let them take their toys elsewhere). That's just how it is. By definition. That said, I think one of the things you touch on ("time", aka, rewards for a LOT of grinding) is one thing people seem to agree they don't want to be overly onerous. And it especially needs to not be a real or perceived barrier to PK.
EDIT: and yes, this means that one way or another, you absolutely have to negate "being really, really artied" in a way that IRE games usually don't. IRE games usually operate on a sort of "less artied, but VERY skilled person can beat artied person" principle (and they often still have to have at least -some- items).
EDIT2: On that note, there are a few people who DO just need the "bare minimum" level of arties, and can utterly destroy most of the existing playerbase with that level of gear. That's different, and is mostly how IRE has always been. It's the old model with a semi-major tweak. Ryc is just saying "Team Septus" needs bare minimum gear. But really, a free game is almost certainly going to have to go beyond that, because again... artie whore model is not at all consistent with "free game".
No, this is exactly one of the points I made. In "normal" IRE, the skill differential has to be quite large for the non-artied (or realistically, less artied) person to win, which is exactly how I characterized it. Most importantly though, that model makes zero sense in free IRE land.