Kitch
Prowler
- Joined
- May 20, 2013
- Posts
- 1,122
- Location
- London - UK
Dear MA,
Over the last few years (I joined in 2012) many of the changes you have made to the game have left me doing this >
The premise of the game as far as I am aware has allways been thus: You invest in your avatar so you can potentially take advantage of economic opportunities which arise leading you to possibly benefit financially from the RCE element of the game.
While I don't deny that this is still somewhat the case...
It is clear that in the past the idea for the economy was that people would be required to gather ingredients (hunting/mining) which they could then sell on to crafters who would then... You know
Now what many people have noticed is a tendancy to make changes which lead to a lowering of markup for these ingredients, a possible meandering away from the original model... As people visit TT more and more...
Add to that some new content like Explosive BP's which encourage most of the "money" to skip out completely the miners/hunters for example, thus making the economy player v MA, rather than player v player, Plus ofcourse, hunting gear is looted, not crafted (bad, bad Mindark)...
Then lots of non tradeable items coming into the game, plus shrapnel(possibly a well intentioned attempt to limit the amount of random loot types) and some carebear moves like making missed shots not cost anything.
It seems very clear looking at the above that there is a culture or policy in Mindark that they are moving away from such ideals as "sandbox", open ended gameplay and most important RCE...
What I would like is a clear honest answer as to what direction the platform is headed as clearly now there may be some good viable RCE games popping up in the near future and it's only fair to be honest and forward with your players as to what you plan to do with your product, so that we can plan our future gaming priorities accordingly
-kitch
Over the last few years (I joined in 2012) many of the changes you have made to the game have left me doing this >
The premise of the game as far as I am aware has allways been thus: You invest in your avatar so you can potentially take advantage of economic opportunities which arise leading you to possibly benefit financially from the RCE element of the game.
While I don't deny that this is still somewhat the case...
It is clear that in the past the idea for the economy was that people would be required to gather ingredients (hunting/mining) which they could then sell on to crafters who would then... You know
Now what many people have noticed is a tendancy to make changes which lead to a lowering of markup for these ingredients, a possible meandering away from the original model... As people visit TT more and more...
Add to that some new content like Explosive BP's which encourage most of the "money" to skip out completely the miners/hunters for example, thus making the economy player v MA, rather than player v player, Plus ofcourse, hunting gear is looted, not crafted (bad, bad Mindark)...
Then lots of non tradeable items coming into the game, plus shrapnel(possibly a well intentioned attempt to limit the amount of random loot types) and some carebear moves like making missed shots not cost anything.
It seems very clear looking at the above that there is a culture or policy in Mindark that they are moving away from such ideals as "sandbox", open ended gameplay and most important RCE...
What I would like is a clear honest answer as to what direction the platform is headed as clearly now there may be some good viable RCE games popping up in the near future and it's only fair to be honest and forward with your players as to what you plan to do with your product, so that we can plan our future gaming priorities accordingly
-kitch
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