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Thread: The future of TSO

  1. #51
    Mayor RonEmpire's Avatar
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    Quote Originally Posted by Gwalben View Post
    I bought my legendary blacksmith scroll on eBay.
    what is that

  2. #52
    Mayor RonEmpire's Avatar
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    Thumbs up

    Quote Originally Posted by Perwyn View Post
    How about a progressive set of adventures, similar to leveling up, where the next adventure(s) in the series becomes available only after you've gained "X" amount of xp/star coins/quatloos from the current one(s). Each adventure "level" unlocks a new building/feature/buff that sells at a decent price in star coins/beans/stalks, whatever these adventure pay out instead of xp. So you have goals to work toward and rewards as you achieve each goal.

    In theory, there'd never be a cap as new adventures and goodies can continue to be added without the hassle involved in raising a level cap as pointed out by Ron. In a sense this also partly addresses Raubhautz issue of LS and loot, at least for these adventures, since somebody who tags with 1R isn't going to get the same benefits as the person doing all the work, provided none of the items (coins, buildings, buffs) are able to be traded.
    This is a good idea. An XP / level for each set of new adventures/expansion but just for that adventure set. This way new players who play later won't feel overwhelmed with a huge level ladder. But can choose which adventure set to level up.

  3. #53
    Mayor RonEmpire's Avatar
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    Quote Originally Posted by Plumz View Post
    I would love to have a quest chain to follow. I am just afraid that when BB gets to it they make something horribly tedious... You got to understand the reason people grind in MMO's - for LOOT! You can't drop a quest chain that requires 6 months of daily grind to get a general that is useless once the grind is over! (hint to upcoming "pvp" grind).
    I think it's a balancing act for designers in regards to loot.

    Do you make adventures with rare loot drops where people grind the adventures into it drops. (RNG) like White Castle. Dark Castle. Bone Church. (Frozen Manor from Invasion of Nord 2).

    Or Do you create Loot that you can 'eventually' get (even if it takes a long time to get) like Beanstalk stuff. MagicCastle/Generals/Residence.?

    I like the idea of the Rare Drop loot so long as it can be traded. Because after a while the RNG sucks so bad you might never get a drop and end up buying from others. I think it would also be cool to have a 'history' associated to rare collectible loots too where it shows how many people have owned it. Or how many times it has been traded. This could some how effect its value maybe. Or some visual effect change.

    I like the idea of an Epic shop with items that can only be earned over time. But the currency are soul bound. You must earn it. Beans/Beanstalks are trade-able and I don't like that. People can just buy beans and skip the work/time. It shows achievement when you own these.

  4. #54
    Mayor Raubhautz's Avatar
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    A lot of good ideas in this thread... too bad that it is unlikely to be taken seriously by the designers.
    “Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
    J. R. R. Tolkien

  5. #55
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    Quote Originally Posted by Gwalben View Post
    I bought my legendary blacksmith scroll on eBay.
    Sounds like some one who once played - or still does - Ultima Online

  6. #56
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    Quote Originally Posted by Raubhautz View Post
    Note that there may be a bigger picture: Loot has been nerfed on many player-favorite adventures and ALL coop adventures; defenders in FT's were boosted to kill LOTS more troops, though loot is better; Expeditions are being pushed. That may be the ultimate driving point to some of these changes; get players to merrily frolic over to the nearest colony to play some more PvE.
    The problem is, expeditions ARE NOT played! Most players just don't play them, rather this is due to low risk/reward ratio, general lack of interest in "pvp" by the community or by mechanics that are not forgiving for making a mistake, or all of the above (and more reasons). There is a lot of effort on the Devs part put into "pvp" and the respond of the game community is ...*crickets*

    Seems the only people really excited about the "pvp" in this game are.. the devs themselves. Ironic.

    I am not a game designer, but I know when I work with my client and do what I like and not what the client wants, I most likely will not keep him/her coming back. Maybe in gaming this model works different?

  7. #57
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    Quote Originally Posted by RonEmpire View Post
    I think it's a balancing act for designers in regards to loot.
    I like the idea of an Epic shop with items that can only be earned over time. But the currency are soul bound. You must earn it. Beans/Beanstalks are trade-able and I don't like that. People can just buy beans and skip the work/time. It shows achievement when you own these.
    Eh, just because someone primarily trades their way to a bean castle and major general and quartermaster, it doesn't mean they didn't put in a bunch of work in the game. It requires collecting an insane amount of gold to pull that off.

  8. #58
    Mayor RonEmpire's Avatar
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    Quote Originally Posted by Koshko View Post
    Eh, just because someone primarily trades their way to a bean castle and major general and quartermaster, it doesn't mean they didn't put in a bunch of work in the game. It requires collecting an insane amount of gold to pull that off.
    You're right. Didn't think of it that way.

    Also realizing that after having all these extra beans and beanstalks, being able to sell them off is better than hoarding a bunch of them for no reason..

  9. #59
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    The PEGI 7 rating does not align with the majority of the user base.

    Adapting a business model to conform to an international association with scientific and pedagogical purposes (ISFE), which make discoveries through trial by error, could result in a breakdown instead of a breakthrough for a business following the ISFE model.

    At a Crossroad, expansion islands could be an ideal avenue to transition to a fee based membership, eliminate gems from free play.

    Pre-sell expansion islands using some type of Group-Fund, if the fund goal is met, the project moves forward. Current Islands would remain, only change is in name, Introduction Islands.

    BB is missing the boat by not offering a greater variety of decor in the Merchant Shop. There should be multiple sets of modular, properly scaled, colored coordinated, walls, hedges, gardens, fountains, towers....

    I don't wish to turn this into another how to fix TSO so I will end my comments here.

  10. #60
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    I know for sure lots of people would love to have some nice decor on their islands (I wouldn't mind some either). Unfortunately, in order to run 5 epic adventures a week and be self sustained I got to cramp and squeeze everything and the kitchen sink on my little piece of land. I would love to have a nice looking island too instead of pushing the placement of production in places making my island look like an old, stuffed closet...

    Not sure if after 3 years of free play a transition into fee play model would work well. Besides what about those who bought all gem pits (ones or over time) and now are sitting on 100K+ gems and nothing to spend them on? (buying Nords2 for a 3% chance of getting FM is insanity not spending). if a fee of 5$ a month was asked for and I spend over 300$ last two years on the game when others didn't give a penny. I would certainly feel cheated out to be asked to now pay monthly.

    Besides, the majority of players play this game because it's "free". Rather you like it enough and want to make the play easier and more enjoyable by purchasing some gems - that doesn't change the fact - you don't feel the guilt of "paying" for the game...

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