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  1. #1
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    So, please keep in mind that while SE could have easily just made every day an active day, this would have just resulted in the currency we get being balanced downward to compensate (or, perhaps, costs upward).

    I'm fine with 2 days off. First day gives me time to plan things out when I can see the actual supply and demand. Second day... means a bit less to manage, and time to build up resources. I'm perfectly OK with a time gate that means the time we do spend is much more effective.

    Another way to consider it is this: What if there was no time gating/weekly limit on tomestones? It's not so far fetched - most older MMOs did exactly that. Except... then you had to grind 8 hrs a day or more to keep up, and deal with the RNG fun of things like 0.01% drop rates (because if they didn't, people would finish within a week and then complain about no content). Me, personally - I'd rather have a weekly limit that lets me keep up without turning the game into a full time job.

    Cowries are the same principle, just with slightly different mechanics. You have X earning potential per week. Removing the rest days wouldn't change that, they'd just rebalance income and/or expenses. (Also, what are you doing that you need more than 17k/wk? You can already blitz through everything pretty quick...)
    (3)

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Risvertasashi View Post
    So, please keep in mind that while SE could have easily just made every day an active day, this would have just resulted in the currency we get being balanced downward to compensate (or, perhaps, costs upward).

    I'm fine with 2 days off. First day gives me time to plan things out when I can see the actual supply and demand. Second day... means a bit less to manage, and time to build up resources. I'm perfectly OK with a time gate that means the time we do spend is much more effective.

    Another way to consider it is this: What if there was no time gating/weekly limit on tomestones? It's not so far fetched - most older MMOs did exactly that. Except... then you had to grind 8 hrs a day or more to keep up, and deal with the RNG fun of things like 0.01% drop rates (because if they didn't, people would finish within a week and then complain about no content). Me, personally - I'd rather have a weekly limit that lets me keep up without turning the game into a full time job.

    Cowries are the same principle, just with slightly different mechanics. You have X earning potential per week. Removing the rest days wouldn't change that, they'd just rebalance income and/or expenses. (Also, what are you doing that you need more than 17k/wk? You can already blitz through everything pretty quick...)
    The problem is we're not dealing with a single time gate in the form of rest days.

    We're dealing with 2 time gates - the rest days and the recipe durations. We're still waiting on the last item to complete production before the workshop can start on the next.

    The double gate makes no sense since it's not supposed to be competitive content and other player progress isn't supposed to impact game play. A double gate only makes sense if you're trying to even the pace so players who only play a couple of days a week don't fall drastically behind the daily players, and even that becomes irrelevant since we can schedule thru the end of the next season in advance.

    Rest cycles make zero sense unless we're supposed to think of the mammets as people, which they aren't. Even if they were, any production facility is going to have staggered shift schedules to keep production going unless equipment needs to be shut down for daily cleaning, maintenance and repair. Go to the Workshop on a rest cycle and what do we see? Mammets are still in the Workshop instead of wandering other areas of the Hideaway and island. Must be good to be a Workshop mammet that gets to stand and do nothing 2 days a week - those poor foraging, cropland and pasture mammets are still stuck working 24/7.

    The rest cycles do not make sense for the reason we're given considering the same reasoning isn't applied to all the mammets.
    (2)