I wasn't stating opinion though. An NPC-less model would be objectively better. There's some flaws that the current model introduces that cannot be solved at all, whereas any new features that this model also introduced can be replicated without the use of NPCs.
I like the MW because my npc's are my bros/ lady friends and help me feel more immersed in the world, like i can change the world when i'm not even there.
But if we could just make the AH with start selling/buying option by calling your npc and you can just leave them around the cities. This way the cities could look "populated" with actual people (seriously where are the people now?), you can feel "immersed", you have an easy way of entering the AH and you can just go around looking what random npc's are selling.
later maybe they can add a feature where you can leave your npc at a hamlet or outpost, so you have a conduit to the AH where you are.
This game reminds me of a Star Trek quote:
"Square Enix... boldly going where many games have been for years..."
Err wait...
Ico Dailemont @ Hyperion (formerly Durandal (formerly Rabanastre))
"Whoever said the human race was logical."I don't think you quite understand what I mean by objectively better. Your points basically consist of "Other MMOs have bad market systems" and "some people like MW". Those are not things that make a system good.
NPC based wards have introduced the following problems:
Ward limits on retainers
Difficulty selling different kinds of items
Forced zoning when buying different kinds of items
Loss of access to 90 storage slots due to retainers being placed in a ward
Having to manage multiple retainers
These are all legitimate, measurable problems with an NPC model that would simply vanish the moment NPCs were taken out of the equation.
But there is no functionality that the NPC model has brought that can't be replicated in a system without NPCs. That's why it's objectively worse.
Reducing rpg games to nothing more than efficiency, calculations, and numbers is to me what takes the fun out of the game. MW allow for a type of RP. Maybe they need some help, but they are still more interesting than an AH.
I also don't see the things you listed as problems. Crashing is a problem. Having separate wards so that 80% of the population camps in Uldah is a problem. The things you listed are gameplay.
Anyway, that's the extent of my comments on this. It's not worth a debate to me.
Edit: "Any likeness in thought between Star Trek references is purely coincidental"
Your entire argument boils down to "I think it's fun" and "I don't think X is a problem". There is not a single thing that NPC's do that's unique, and a pretty hefty list of problems (the crashing is caused in part by the fact that they're NPCs and are in multiple, separate zones)."Whoever said the human race was logical."
Reducing rpg games to nothing more than efficiency, calculations, and numbers is to me what takes the fun out of the game. MW allow for a type of roleplay. Maybe they need some help, but they are still more interesting than an AH.
I also don't see the things you listed as problems. Crashing is a problem. Having separate wards so that 80% of the population camps in Uldah is a problem. The things you listed are gameplay.
Anyway, that's the extent of my comments on this. It's not worth a debate to me.
Edit: "Any likeness in thought between Star Trek references is purely coincidental"
We're talking about literal loss of functionality, hindrance in gameplay, and a system that is objectively more difficult to use and develop. You really think that it's still superior to a system that's not based on "NPCs selling your items in separate zones"?
Before you even begin to try and make the statement that an AH is "objectively better", you have to define the parameters of the AH you are talking about... which you have failed to do.
Second, even if one or two aspects of an AH are objectively better, that doesn't mean the AH as a whole is objectively better.
Finally, you cannot prove that an aspect of the AH is objectively better. People like different things. Some people may like running to an NPC to pick up their item. That makes the point subjective. You are trying to make the claim that getting an item instantly or getting an item from your mailbox is "better for everyone" (a restatement of 'objectively better')... which is impossible to prove.
My claim was that the current system, with NPCs, can be replicated without the NPCs and void of all the problems that NPCs bring.Before you even begin to try and make the statement that an AH is "objectively better", you have to define the parameters of the AH you are talking about... which you have failed to do.
Second, even if one or two aspects of an AH are objectively better, that doesn't mean the AH as a whole is objectively better.
Finally, you cannot prove that an aspect of the AH is objectively better. People like different things. Some people may like running to an NPC to pick up their item. That makes the point subjective. You are trying to make the claim that getting an item instantly or getting an item from your mailbox is "better for everyone" (a restatement of 'objectively better')... which is impossible to prove.
Edit: and I should clarify, by NPCs, I mean retainers. If purchases are done from a single, non-retainer NPC, that's a better system.
You are still failing to provide the specific parameters of the system you claim to be "objectively better".
I can tell you right now that there are benefits to having the current system over a "one NPC" system... so that alone proves it's not objectively better.
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