cRPG

cRPG => General Discussion => Topic started by: [ptx] on September 26, 2014, 08:16:35 pm

Title: End to gold sinks
Post by: [ptx] on September 26, 2014, 08:16:35 pm
It's no secret that nowadays the population of cRPG is getting really low. Also, it is no secret, that all the things that were implemented for the purpose of being gold sinks have failed at decreasing the amount of gold in the game. So, maybe it is time to make these features more available to the public?

The things i'm talking about - respecs, loom exchanges and blacksmithing services. Especially the loom exchange becoming more available would be a good thing, imo.
Title: Re: End to gold sinks
Post by: karasu on September 26, 2014, 08:31:25 pm
Something needs to be done quickly before the mod withers away for good.

Along those lines, like respecc options (as there is already a thread with hundreds of upvotes and feedbacks), easier ways to exchange heirlooms, and others.

The only thing that makes anyone play nowadays is Conquest mode (which usually means, 30 minutes of x2, and to some 30m of x5 on the big maps. Hells, yesterday I had 4 consecutive maps of x5 and it felt good lel).


Do something please, oh almighty donkey team still in charge of the mod.


visitors can't see pics , please register or login
Title: Re: End to gold sinks
Post by: Elio on September 26, 2014, 08:41:34 pm
what is this shit you killed the mod

seam appropriate
Title: Re: End to gold sinks
Post by: Christo on September 26, 2014, 08:45:06 pm
That.

God.

Damned.

Signature.

What kind of Zerg is that?
Title: Re: End to gold sinks
Post by: FleetFox on September 26, 2014, 09:16:57 pm
Yep sounds good, and while we're at it, a full refund of lost exp from respecs in the past would also be a very nice addition.
Title: Re: End to gold sinks
Post by: Kaido on September 26, 2014, 09:34:03 pm
The only thing that makes anyone play nowadays is Conquest mode

Actually conquest with few peoples is so bad that when most people encounter it they GTX like myself.It should be active certain hours since 10vs10 on a conquest map is a sad joke srly.
Title: Re: End to gold sinks
Post by: wayyyyyne on September 27, 2014, 12:20:42 am
How about some actual gold sinks instead?
Title: Re: End to gold sinks
Post by: Taser on September 27, 2014, 01:15:27 am
How about some actual gold sinks instead?

Like this?

visitors can't see pics , please register or login


visitors can't see pics , please register or login


visitors can't see pics , please register or login
Title: Re: End to gold sinks
Post by: Kafein on September 27, 2014, 01:19:47 am
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold. Basically do what Teeth has been saying all along, except now for real. The widespread over-levelled beasts and full +3 sets have definitely driven off all possibilities of fresh meat sticking with this mod.
Title: Re: End to gold sinks
Post by: [ptx] on September 27, 2014, 01:53:36 am
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold. Basically do what Teeth has been saying all along, except now for real. The widespread over-levelled beasts and full +3 sets have definitely driven off all possibilities of fresh meat sticking with this mod.
That'd be the end of the mod.
That.

God.

Damned.

Signature.

What kind of Zerg is that?
It's a bug that
(click to show/hide)
Title: Re: End to gold sinks
Post by: Tanken on September 27, 2014, 02:02:10 am
That'd be the end of the mod.It's a bug that
(click to show/hide)

This is so disturbing.
Title: Re: End to gold sinks
Post by: Voncrow on September 27, 2014, 02:04:00 am
This is so disturbing.

You mean arousing.
Title: Re: End to gold sinks
Post by: [ptx] on September 27, 2014, 02:04:21 am
They actually come in quite a bit bigger varieties too :wink:
Title: Re: End to gold sinks
Post by: Jack1 on September 27, 2014, 02:05:24 am
That'd be the end of the mod.It's a bug that

much agreed. IMO divide all the builds by whatever it would take to put aldo's level 37 at 34 and we'll have a much fairer fighting ground. all the 35's would be 32 and there would not be any of this OP build crap that is happening at the moment with all the people who are getting to level 34+(including myself). i'de be pretty confident in saying that 95% of the people who have been playing over a year have an account or have recently retired from a level 34+ character.
Title: Re: End to gold sinks
Post by: WITCHCRAFT on September 27, 2014, 02:43:25 am
They actually come in quite a bit bigger varieties too :wink:

I can't remember the name, isn't it something like joshua cricket or st. something or other cricket?

nevermind I was thinking of Jerusalem crickets.

http://en.wikipedia.org/wiki/Jerusalem_cricket

They have a nasty bite too.
Title: Re: End to gold sinks
Post by: [ptx] on September 27, 2014, 02:46:47 am
It's a weta. They make life in New Zealand pleasant.
Title: Re: End to gold sinks
Post by: Bittersteel on September 27, 2014, 03:01:23 am
No, stop, don't derail the thread.
Title: Re: End to gold sinks
Post by: Christo on September 27, 2014, 03:38:15 am
It's a weta. They make life in New Zealand pleasant.

Note to self: Avoid New Zealand at all costs
Title: Re: End to gold sinks
Post by: WITCHCRAFT on September 27, 2014, 03:43:22 am
Note to self: Avoid New Zealand at all costs

It's Australia's Mini-Me. What were you expecting?
Title: Re: End to gold sinks
Post by: lombardsoup on September 27, 2014, 03:54:19 am
Things I've learned while playing crpg and lurkin da forum:

cprg is on its last legs
WITCHCRAFT has a bug fetish
Bittersteel thinks he has copyright over threads
At least one FUBAR pic must be present per thread
Title: Re: End to gold sinks
Post by: WITCHCRAFT on September 27, 2014, 04:20:36 am
WITCHCRAFT has a bug fetish

no, that's ptx. he's the one with the squicky bees and hornets and deathcrickets.

i suffer from general biophelia
Title: Re: End to gold sinks
Post by: lombardsoup on September 27, 2014, 04:25:21 am
That's both neat as fuck and terrifying given the context
Title: Re: End to gold sinks
Post by: Mr_Oujamaflip on September 27, 2014, 10:45:49 am
Something needs to be done quickly before the mod withers away for good.

Along those lines, like respecc options (as there is already a thread with hundreds of upvotes and feedbacks), easier ways to exchange heirlooms, and others.

The only thing that makes anyone play nowadays is Conquest mode (which usually means, 30 minutes of x2, and to some 30m of x5 on the big maps. Hells, yesterday I had 4 consecutive maps of x5 and it felt good lel).


Do something please, oh almighty donkey team still in charge of the mod.


visitors can't see pics , please register or login


I really like Conquest, with a few more maps i think it could be the primary game mode of CRPG.

Given there's a fairly even spread of players across EU1 and 2 it may be worth considering dropping to one server and mixing it up, have a battle map, then a siege map then a conquest map or whatever, best of both worlds and keeps the player count high.

Doesn't help that there are quite a few big strat battles on which is sucking a good number of players away.
Title: Re: End to gold sinks
Post by: Grumbs on September 27, 2014, 11:32:28 am
It should be pretty clear from the lack of newbies sticking with the game, even with that large increase we got from moddb that something is very wrong with the player progression in the game. Lvl 31-36 with full heirlooms should simply not be possible, its OP as hell compared to players that haven't gone through the grind yet and players that are still very low down on the skill curve.

Then add nuisance classes such as HA's making it impossible for new players to have any fun or chance to learn how to play + other obnoxiously OP ranged classes that will destroy them before they can learn anything that allows them to enjoy the game, both clicked on from a distance and in melee up close. The game balance is a huge mess atm when it comes to allowing new players to get some fun experience in the game. Not saying they won't be destroyed in melee too, but imagine how demoralising it must be to get shot to death before they can do anything, and if they do get in range even a random ranged scrub will beat them as they have just as good melee capability or better as the melee class and they have looms and high levels. If newbies can't get to experience the melee side of the game at all then they won't stick with it. There is nothing fun or unique about this game if you just play ranged or get shot to death so why should they stick around? Even with looms and high levels its a pain to play with so much ranged, imagine with crappy blocking skills, no looms and low level

This stuff about gold sinks isn't really going to help. Letting high level people respec when they want is a really bad idea - they will be able to make the perfect build for their current playstyle or they will take whatever is more OP at the current time, making the server more of a pain to play on. Time to get rid of high level characters imo and instead offer different types of rewards for levelling up, such as more access to titles or different looking weapon models

Forgetting about newbies for a sec, the game is just not much fun for me atm. Maybe i'm bored because I've played a lot, but I just cba when I log in.
Title: Re: End to gold sinks
Post by: Angantyr on September 27, 2014, 11:36:43 am
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold.
While I've always wanted this personally I'm afraid it would probably deter even more players from the mod. Pretty sure xp gain and loom accumulation is part of why cRPG has always been one of the most popular modules in WB.
Title: Re: End to gold sinks
Post by: Jona on September 27, 2014, 11:40:00 am
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold. Basically do what Teeth has been saying all along, except now for real. The widespread over-levelled beasts and full +3 sets have definitely driven off all possibilities of fresh meat sticking with this mod.

Sooo... you want to play native?
Title: Re: End to gold sinks
Post by: Angantyr on September 27, 2014, 11:50:30 am
Does native have all the balance changes, equipment choices and custom builds of cRPG?
Title: Re: End to gold sinks
Post by: Jeade on September 27, 2014, 12:15:36 pm
Does native have all the balance changes, equipment choices and custom builds of cRPG?

No.
But Native does have, basically, a freely respec-able STF with no character progression or rewards for long term play, and everything is obtainable in about 3 minutes.
Making cRPG more like Native is not a good idea.

I'd agree that some changes need to be made, but I'm not sure what.
I know when I first started playing cRPG, I got my ass kicked even harder than I do now, but I stuck with it because I knew it'd be awesome once I leveled up and got used to it.
It's one of the things that works well for the game too, in my opinion; the people who don't want to commit to it and put in some time are weeded out, and they're the weaker links anyway.
That aside, heirlooms and high level players existed back in the day too.
Goretooth was a fucking nightmare, but I still hung in there. A lot of us that still play did too.

The game is old, less people are purchasing it, less people are signing up on the website.
Strictly my opinion, but everything eventually dies, and I'm not sure if a huge overhaul is going to keep people from leaving for newer, shinier games with bigger playerbases.
Title: Re: End to gold sinks
Post by: Daunt_Flockula on September 27, 2014, 12:19:54 pm
It should be pretty clear from the lack of newbies sticking with the game, even with that large increase we got from moddb that something is very wrong with the player progression in the game.

This. Seriously, it's basically this. We received an incredibly big influx of newbies after the steam sales and moddb appearance, but they have largely left because of all the tryharding, stacky party stomping and shitlordiness. I have gotten used to all of this eventually just like any other who has spent enough time in the mod to face the current realities. Yet for a newbie, these are all instant turn-offs. It is already quite difficult to start playing in a self-sufficient manner as a newbie. The chronic disorders of the mod are only the icing on the crap cake.

I think we should worry more about overpowering crutches rather than goldsinks.
Title: Re: End to gold sinks
Post by: Huscarlton_Banks on September 27, 2014, 12:20:44 pm
Having the generic NPC auctions increase in frequency in proportion to the crazy bidding could be interesting.

I'm not sure it'll bring back the dead though.
Title: Re: End to gold sinks
Post by: Zeltino on September 27, 2014, 12:23:28 pm
We received an incredibly big influx of newbies after the steam sales and moddb appearance, but they have largely left because of all the tryharding, stacky party stomping and shitlordiness.
I think we should worry more about overpowering crutches rather than goldsinks.
There also needs to be some better way of introducing them into the game, since most of them join on a server with peasent gear and have no idea how to get new items and such.
Title: Re: End to gold sinks
Post by: Leshma on September 27, 2014, 12:38:58 pm
It's a weta. They make life in New Zealand pleasant.

They be big, but got nothing on bullet ants.

not the actual picture of bullet ant

visitors can't see pics , please register or login
Title: Re: End to gold sinks
Post by: Tore on September 27, 2014, 01:15:50 pm
The playerbase declining isn't because the game is too grindy or whatever. Before cRPG was much harder to get into but it still had much more new players. It's declining because both Warband and the mod are pretty old now, and in most games, the playerbase decline over time. Making the mod "less grindy" won't do shit, it will just fuck up the loom prices.
Title: Re: End to gold sinks
Post by: Kafein on September 27, 2014, 01:23:42 pm
While I've always wanted this personally I'm afraid it would probably deter even more players from the mod. Pretty sure xp gain and loom accumulation is part of why cRPG has always been one of the most popular modules in WB.

I wholefully agree, and I think that has been true for the majority of the lifetime of the mod.

However, now that a significant part of the population consists of old players with extremely powerful characters, it's not fun anymore. I loved my days as a peasant trying to survive in an unfair environment, but I know full well that things are not the same at all for newbies today. All I had to do is stick with the one or two heavily armored guys on my side and avoid the ones of the other side. Now the playerbase consists of 99% of heavily armored guys or similar things for other classes. The unfairness had a sense of fun to it as long as a pyramidal structure was maintained : many peasants, some mid-level and few high level. But getting autokilled by everyone else doesn't sound like fun.

Sooo... you want to play native?

That was my argument against reducing the grind for a very long time, neglecting all the improvements of cRPG over Native in basically all areas. However now I do think the grind is secondary to the fun of actually playing the game and also is hugely detrimental to the attractiveness to new players.

The playerbase declining isn't because the game is too grindy or whatever. Before cRPG was much harder to get into but it still had much more new players. It's declining because both Warband and the mod are pretty old now, and in most games, the playerbase decline over time. Making the mod "less grindy" won't do shit, it will just fuck up the loom prices.

I'm sorry but that's not true at all. cRPG has never been harder to get into.
Title: Re: End to gold sinks
Post by: [ptx] on September 27, 2014, 01:24:48 pm
I too think that trying to make the game attractive to new players won't make much of a difference. I'm hoping for changes that would at least help retain the current community a while longer.
Having a more available means of exchanging heirlooms and doing full respecs would go a long way towards this, imho, because currently the loom system pretty much locks most people (or their chars, at least) in a certain playstyle - and you can only play the same thing for so long before you get bored of it. Being able to more easily exchange looms and builds would make people experiment much more with less common equipment and build options. I know i would want to try a fully loomed high-level "peasant" at some point, but i'm not masochistic enough to do it without loomed gear.
Title: Re: End to gold sinks
Post by: Kafein on September 27, 2014, 01:28:27 pm
I too think that trying to make the game attractive to new players won't make much of a difference. I'm hoping for changes that would at least help retain the current community a while longer.
Having a more available means of exchanging heirlooms and doing full respecs would go a long way towards this, imho, because currently the loom system pretty much locks most people (or their chars, at least) in a certain playstyle - and you can only play the same thing for so long before you get bored of it. Being able to more easily exchange looms and builds would make people experiment much more with less common equipment and build options. I know i would want to try a fully loomed high-level "peasant" at some point, but i'm not masochistic enough to do it without loomed gear.

Well that's my point. Replacing all chars with level 30 STFs and removing looms effectively means that everybody has unlimited free respecs and all the looms they want.

The only difference with the way you suggest to do it is that people with higher level chars and more heirlooms would still have an advantage. I personally think that this advantage has long overstayed its welcome.
Title: Re: End to gold sinks
Post by: Gein on September 27, 2014, 01:48:46 pm
As someone who just started playing this mod recently, I can attest that the progression is one of the most off-putting things about it to me. I honestly think that anyone who believes that this system is fine the way it is only thinks so because they've already finished the grind. When I see that I'll basically have to play for a bazillion fucking hours to acquire equipment that's on a comparable level to the players that are already dominantly more skilled than I am because they've inherently been playing the game for much longer, it makes it hard to want to stick around.

When I get beaten by someone because they're a better player than I am, I can happily accept that. It shows me what I still have yet to master, and I know that if I keep playing against them, I'll learn and become better at playing the game.

However, when I get beaten by someone because they have a +3 fuckhuge sword of murderization and a full set of armor of your-scrub-weapon-does-no-damage-ness, it feels shitty. There's nothing I can do as a player to combat the fact that the other guy just has a straight-up mechanical advantage over me, and closing the equipment gap feels like it'll take an eternity. I don't learn anything about playing the game when I'm constantly getting destroyed by people who just have bigger numbers than I do.

The biggest suggestion I would contribute to this conversation is make it possible to get on the same level as everyone else in an even remotely reasonable timeframe. Most people couldn't dedicate every waking moment of their lives to this mod even if they wanted to. It doesn't draw people in when they can't even participate in the economy without having played for an eternity. It doesn't draw people in when they finally grind on long enough to get a character to level 30 and think to themselves "Oh god finally just one more level and I can retire this guy" only to be met with "HA JK FUCKER DO IT ALL OVER AGAIN!" and "Okay, now you just have to do that two more times and you can have one piece of equipment that's as good as everyone else's!"

I really like this mod, but it's incredibly off-putting when you have to invest a huge amount of time to have stats and equipment that's comparable to the people who can already wipe the floor with you with skill alone.
Title: Re: End to gold sinks
Post by: Tore on September 27, 2014, 01:52:22 pm
Why grind then? After a few hours you are at 20+ and you can already fight the big boys, join a clan and use their armory if you need looms and don't retire.
Title: Re: End to gold sinks
Post by: Gein on September 27, 2014, 02:00:32 pm
Doesn't it seem fucked up that you even have to do that though? This is a video game for god's sake. A progression system should be fun. Building your character piece by piece should be fun. It shouldn't have to feel like a chore, but it does.
Title: Re: End to gold sinks
Post by: Riddaren on September 27, 2014, 03:28:31 pm
I would rather see everyone at level 36 than 30.

Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.

So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.

The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.

Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.
Title: Re: End to gold sinks
Post by: McKli_PL on September 27, 2014, 03:46:32 pm
Well that's my point. Replacing all chars with level 30 STFs and removing looms effectively means that everybody has unlimited free respecs and all the looms they want.

The only difference with the way you suggest to do it is that people with higher level chars and more heirlooms would still have an advantage. I personally think that this advantage has long overstayed its welcome.
yeah most of nowadays builds would be destroyed eg: agi shielder not enough wpf, ath or loom armor to get protection, archer build not enough wpf to shoot efective on long/mid range no ath,
cav not enough points to get melee atributes when dismounted, it will buff probably 2h/pole 8/9 ps chars to the sky with high output damage berdish/poleax/gla 1 hit ppl with no If/no loomed armor.
Title: Re: End to gold sinks
Post by: Kafein on September 27, 2014, 06:50:51 pm
I would rather see everyone at level 36 than 30.

Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.

So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.

The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.

Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.

yeah most of nowadays builds would be destroyed eg: agi shielder not enough wpf, ath or loom armor to get protection, archer build not enough wpf to shoot efective on long/mid range no ath,
cav not enough points to get melee atributes when dismounted, it will buff probably 2h/pole 8/9 ps chars to the sky with high output damage berdish/poleax/gla 1 hit ppl with no If/no loomed armor.

I said 30 because that's the current level for STFs but I actually agree that setting a higher level as the norm would be better.
Title: Re: End to gold sinks
Post by: Aprikose on September 27, 2014, 07:05:53 pm
I would rather see everyone at level 36 than 30.

Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.

So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.

The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.

Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.

sounds akward
Title: Re: End to gold sinks
Post by: Grumbs on September 27, 2014, 07:32:29 pm
I would rather see everyone at level 36 than 30.

Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.

So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.

The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.

Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.

Nah, its more fun when people need to specialise imo. It increases the need to work as a team to fill in any weak spots in your own build and abilities. All at 36 makes Cav more OP because they can sink points across more melee skills as well as cav. Similar situation with ranged.

Diversity won't increase, people will just be jack of all trades rather than specialised
Title: Re: End to gold sinks
Post by: Camaris on September 27, 2014, 07:50:01 pm
I like the idea.
Why dont put newbies in noobclan from the beginning and fill armory with lot of stuff.
They would stay there for 4 weeks and then get autokicked.
Title: Re: End to gold sinks
Post by: Torben on September 27, 2014, 08:07:39 pm
is this a weta thread now?  cause there is a cat-weta video for these occasions:

Title: Re: End to gold sinks
Post by: Jona on September 27, 2014, 10:56:01 pm
Leave it to a cat to be the heroic defender of mankind, yet look bored whilst taking on a demonic bug from hell.
Title: Re: End to gold sinks
Post by: Torben on September 27, 2014, 11:04:10 pm
Leave it to a cat to be the heroic defender of mankind, yet look bored whilst taking on a demonic bug from hell.

pretty much what crossed my mind
Title: Re: End to gold sinks
Post by: Aprikose on September 27, 2014, 11:39:02 pm
No.
But Native does have, basically, a freely respec-able STF with no character progression or rewards for long term play, and everything is obtainable in about 3 minutes.
Making cRPG more like Native is not a good idea.

I'd agree that some changes need to be made, but I'm not sure what.
I know when I first started playing cRPG, I got my ass kicked even harder than I do now, but I stuck with it because I knew it'd be awesome once I leveled up and got used to it.
It's one of the things that works well for the game too, in my opinion; the people who don't want to commit to it and put in some time are weeded out, and they're the weaker links anyway.
That aside, heirlooms and high level players existed back in the day too.
Goretooth was a fucking nightmare, but I still hung in there. A lot of us that still play did too.

The game is old, less people are purchasing it, less people are signing up on the website.
Strictly my opinion, but everything eventually dies, and I'm not sure if a huge overhaul is going to keep people from leaving for newer, shinier games with bigger playerbases.

but native isnt playable for thousand of hours.
Title: Re: End to gold sinks
Post by: San on September 28, 2014, 12:15:24 am
I am split on looms. Maybe they can be cosmetic or reduce the boosts while buffing +0. I think the desire for getting more looms makes me want to play more at times, or did anyways. I think some leveling isn't that bad, too, but +6 is too much.

I guess I would like to have as a compromise: STFs at level 33-35, level 36 as the equivalent exp of level 33, and level 37 stays the same exp for Aldogalus. People would grind for looms and 2-3 extra levels instead of 6.
Title: Re: End to gold sinks
Post by: Jack1 on September 28, 2014, 05:03:26 am
IMO there needs to be some kind of progression that allows players who have been around longer have an advantage. also keep in mind that if you do eliminate gold sinks there will be an extreme amount of high level players doing the go-to builds. I'm more than sure that there will be multiple people who go to high level HA in EU and your dieing battle server would be unsalvageable. too many people would try to fight fire with fire.

worse case scenario: mod dies because of so many min-maxers

best case: mod dies because everybody gets what they need without having to grind for it leading to eventual boredom and further leads to chatroom servers like runescape.
Title: Re: End to gold sinks
Post by: Gein on September 28, 2014, 06:53:11 am
IMO there needs to be some kind of progression that allows players who have been around longer have an advantage.

There is. It's called being better at playing the game.
Title: Re: End to gold sinks
Post by: Teeth on September 28, 2014, 10:18:28 am
The purpose of gold sinks was never to decrease the amount of gold in-game, but to keep the amount somewhat in check. I definitely think that has worked. Reducing the costs of auction services, however, will only reduce the grind for players with full stacks of looms and high level, by making their OP grind rewards more mobile. Free respecs are the devil because it enables higher levels to never actually have to lower their amount xp, thereby disabling all the things that would enable more level equality, like respecs, retiring and levelling new characters. They should be expensive as fuck. Don't you think that it is a little more saliant to reduce the 1000 hour grind it takes for new players to reach the same mechanical advantages, it's disgusting really.

IMO there needs to be some kind of progression that allows players who have been around longer have an advantage.
Why, for the love of god why?
Title: Re: End to gold sinks
Post by: Molly on September 28, 2014, 10:39:12 am
I agree with Teeth.
A hard-cap at level 32 would be nice. You still have a bit of the grinding factor most of us actually like but it takes away the massive advantage a level 33/34/35 build can give.
I never liked how the heirlooming worked but that is something we will never see changed for this mod.
The main reason I have heirloomed weapons is for the looks provided by the Heirloom Texture Pack... :P
Title: Re: End to gold sinks
Post by: Torben on September 28, 2014, 11:08:19 am
idc about the advantage over others,  but a constant progression.  its nice to evolve.
Title: Re: End to gold sinks
Post by: FRANK_THE_TANK on September 28, 2014, 12:47:41 pm
It's no secret that nowadays the population of cRPG is getting really low. Also, it is no secret, that all the things that were implemented for the purpose of being gold sinks have failed at decreasing the amount of gold in the game. So, maybe it is time to make these features more available to the public?

The things i'm talking about - respecs, loom exchanges and blacksmithing services. Especially the loom exchange becoming more available would be a good thing, imo.

Gold sinks and upkeep are just lazy. They should fuck off into the shitty hole from whence they came. They add very little to the game in any meaningful way.

The price of items should only be an issue in strat. In general multi the only thing that should hold you back from using or obtaining items is a small amount of gold grind so that gain things has some value and can be an enjoyable experience but upkeep really adds fuck all to the whole thing.

More fucking over items should be balanced against items not against upkeep. Yes, obviously heaps of items will only have aesthetic value but as we have seen you can permanently play in plate (example, me, basic and a shit load of other people) without it really being a fucking thing.

I hope that battle grounds attacks these problems in a completely different way. I don't think I should get such a ball breaking advantage by being such a vet that I have full +3 plate making me more or less untouchable by range and a 1/4 of the weapons in the game. TIS STUPID.

I FRANK REQUEST THE MOD BE PUT INTO A STATE OF FREEDOM AND ANARCHY SO WE THE LAST OF THE DAMNED MAY BE FREE TO ENJOY OUR LAST DAYS TOGETHER AS WE SEE FIT BEFORE ARMAGEDDON COMES!!!

Now back into the man pile.

visitors can't see pics , please register or login
Title: Re: End to gold sinks
Post by: Jack1 on September 28, 2014, 07:09:34 pm
Why, for the love of god why?

Because the better part of the population plays for that reason.  Looms and levels is the reason that the community is still playing.
Title: Re: End to gold sinks
Post by: WITCHCRAFT on September 28, 2014, 07:24:42 pm
I started a 2H character last week. Going from level 1 to 20 takes a handful of hours now, so grinding up to a playable level isn't an issue (unless you are ranged lololol).

With no heirlooms I was able to get valor and even spent a map at the top of my team at level 15. I have not touched 2H for more than two years. I am not a top tier player. I am mediocre as hell. As long as you know the mechanics of M&B you can do just fine after playing for an hour or two.

Something that I feel keeps people coming back is the clan community in M&B. I have no idea how I played for a year without being in any clan at all. How did I not get bored of just playing the battle server???
Title: Re: End to gold sinks
Post by: Bittersteel on September 28, 2014, 11:01:17 pm
cRPG could learn from Mercenaries and other mods alot. Something that really draw alot of players is happy hour. One hour each day there is double xp with tons of people coming to play. It could really make things alot more alive.
Title: Re: End to gold sinks
Post by: Phew on September 29, 2014, 02:14:17 am
cRPG could learn from Mercenaries and other mods alot. Something that really draw alot of players is happy hour. One hour each day there is double xp with tons of people coming to play. It could really make things alot more alive.

cRPG has had "Happy Year", or longer, of double XP.
Title: Re: End to gold sinks
Post by: Bittersteel on September 29, 2014, 02:22:02 am
I know, but that's not what I'm suggesting. If I'm not wrong those happened for like two days and didn't pop up for another year or something. When that happened the servers were full, there were so many people, especially old that you haven't seen for such a long time. Give double XP one hour a day or two-four hours on a friday. It would help alot, I believe.
Title: Re: End to gold sinks
Post by: Jack1 on September 29, 2014, 06:05:59 am
the constant double xp made grinding so much easier on people that they enjoyed the game. and I agree wholeheartedly that a set happy hour would help the population.
Title: Re: End to gold sinks
Post by: Trikipum on September 29, 2014, 08:53:33 am
Something needs to be done quickly before the mod withers away for good.

Along those lines, like respecc options (as there is already a thread with hundreds of upvotes and feedbacks), easier ways to exchange heirlooms, and others.

The only thing that makes anyone play nowadays is Conquest mode (which usually means, 30 minutes of x2, and to some 30m of x5 on the big maps. Hells, yesterday I had 4 consecutive maps of x5 and it felt good lel).


Do something please, oh almighty donkey team still in charge of the mod.


visitors can't see pics , please register or login

When i joined Crpg i was a team deathmatch player mostly. Playing crpg i got used to battle mode and nowadays i realize battle mode is what crpg is really about. You should take in account more factors appart from just "multi spawns". What makes a game to stay for longer is socialization. That is why counter strike was so popular back then. It wasnt its super acurate pin point head shots, its arcade gameplay, the money bla bla bla. Not at all. This will sound silly, but what made cs popular was the fact it was a round based game. Multi respawn doesnt leave room to socialize. When you get killed, you just respawn. On the other hand, with a single life system,  your only option is chatting (trolling in crpg) incase you get killed, it works best to keep people hooked to a game. That is what made counter strike diferent from other mods released in its time. The fact you would get killed and had to do something until you would respawn  in the next round. That is what kept players joining the same servers always. Server doesnt matter when people in it doesnt matter either. What Im saying?. Just that you should promote  battle mode somehow. Take in account also another factor. Siege provides a much bigger "real play time/real time" ratio. So a person playing siege might be "satisfied" with his crpg play session in a much smaller fraction of time, which overal just means less players on. Battle is fucked right now. Archers go around at will massacrating the poor donkeys.  I see the days of crpg coming to an end if they dont something. And yes, karasu, you should do it yourself ;)