Dee
Sergeant Major
Reged: 02/15/06
Posts: 248
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Re: Training
#164071 - 02/15/12 09:37 AM (184.171.199.45)
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Variable maintainence rate is back in this new form and, surprisingly or no, it's not bad but needs some work. What suggestions do we have for how exactly to fine tune it? What problems is there with it that could use sorting? Let's brain storm.
Problems: expense no focused training for specific units doesn't hit only active skill only shows the first skilldown from any one session doesn't out do the skill up system
What are some solutions to these problems and what else is there to fix?
Obviously the cost needs to come down, quite a bit in some cases. Active skill and listed skilldowns are a programming problem. The skill ups need to be toned down, way down, or the training will never be able to grow faster than it even at maximum.
-------------------- ...my bed was on fire once. I blame the gnomes.
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NeverSayNever
Lieutenant Colonel
Reged: 11/18/02
Posts: 1655
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Re: Training
[Re: Dee]
#164076 - 02/15/12 02:20 PM (78.50.198.104)
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Quote:
Variable maintainence rate is back in this new form and, surprisingly or no, it's not bad but needs some work. What suggestions do we have for how exactly to fine tune it? What problems is there with it that could use sorting? Let's brain storm.
Problems: expense no focused training for specific units doesn't hit only active skill only shows the first skilldown from any one session doesn't out do the skill up system
What are some solutions to these problems and what else is there to fix?
Obviously the cost needs to come down, quite a bit in some cases. Active skill and listed skilldowns are a programming problem. The skill ups need to be toned down, way down, or the training will never be able to grow faster than it even at maximum.
IMVHO pretty much all the "problems" you just mentioned exist as a product of cash shop game design 'philosphy' to help promote DP-only cash shop sales (perfect soldiers, skill multis) ...
Creating 'inconveniences' and or artificial 'hurdles' via conscious game design decisions while offering convenient solutions and or bypasses via cash shop only items is one of the key elements of financially successful cash shop game design 'philosphy' ...
Basically ShadowMaster (and or Randy?) kind of followed Katrar's 'advice' / cash shop 'philosophy' [Ain't it funny?]:
""Cash Shop Sales" - A Suggestion for Promoting DP Sales"
http://www.sarna.net/forums/showflat.php/Cat/0/Number/162011/an//page//vc/1
and kind of expanded way beyond the basic idea / proposal ...
Careful what you wish for, you might just get it, sometimes even much more than you wanted - and or dared to ask for ...
Just some food for thought ...
Have a nice day / night.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Training
[Re: NeverSayNever]
#164078 - 02/15/12 04:22 PM (210.86.1.168)
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I'm sorry, but I dont see any similarities between what you're saying and what Kato suggested.
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Katrar
Major
Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
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Re: Training
[Re: buc]
#164088 - 02/16/12 01:20 AM (24.17.137.174)
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Way to take my argument for a cash shop based upon impulse value purchases and good deals and turning it on its head. What I suggested has absolutely nothing whatsoever in common with what has been going on. If anything it is the complete opposite... promoting DP sales by making DP sales necessary is not an impulse purchase or a value purchase, it is a pressure purchase.
-------------------- HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document
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NeverSayNever
Lieutenant Colonel
Reged: 11/18/02
Posts: 1655
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Re: Training
[Re: Katrar]
#164114 - 02/16/12 04:44 PM (78.49.44.103)
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Quote:
Way to take my argument for a cash shop based upon impulse value purchases and good deals and turning it on its head. What I suggested has absolutely nothing whatsoever in common with what has been going on. If anything it is the complete opposite... promoting DP sales by making DP sales necessary is not an impulse purchase or a value purchase, it is a pressure purchase.
Katrar, your proposal, written from a customer's point of view (= get more, pay the same as before, or maybe pay even less), was about exploiting human nature (customers hunting for bargains / good deals (at least from a customer's point of view)) while using an artificially created sense / feeling of "urgency" as a tool to make a customer stop thinking about a purchase (Is this really a good deal? Do I really need this? etc.) and make him / her want to just grab the bargain / good deal (the prey at the end of the bargain hunt) out of fear the bargain / good deal might be "sold out" [Which is kind of funny if you think about the unlimited nature of virtual items and the production costs for an already coded item (= close to zero).] soon (the prey might get away) and the customer (hunter) might come home (to his / her cave) with empty hands ...
ShadowMaster (and or Randy?) might have looked at your proposal from a merchant's point of view (= get more revenue / profit, preferably while offering the same as before, or better maybe offering even less (for short: minimize costs / effort needed, maximize profits)) while keeping the 'inspiring' part about exploiting human nature in mind, simply via creating an artificial sense / feeling of "urgency" (= Let the players watch their hard earned unit skills decay - fast, via the rat race between the new training code and the old "unit skills decaying over time" code), make sure the players can see (via the training results log) the unit skills decaying disaster happening right before their eyes, which should help to make them panic (and or curse like a cave man) - and of course don't forget to show them a golden way out of this (admin coded) mess / misery - via a convenient cash shop solution / 'fix' (buying and applying more DP only skill multis) which could get innocently mentioned "en passant" via the newly designed training tab instructions / explanations page ...
Hopefully you, Katrar, and buc as well, can see the parallels / similarities between Katrar's proposal and admin's execution now ...
Just some food for thought ...
Have a nice day / night.
Edited by NeverSayNever (02/16/12 05:06 PM)
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Training
[Re: NeverSayNever]
#164122 - 02/16/12 08:33 PM (210.86.1.168)
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Again, while you may be talking about DP and income, they are 2 completely different set of options.
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Katrar
Major
Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
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Re: Training
[Re: buc]
#164133 - 02/17/12 02:39 AM (24.17.137.174)
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No. There is a fundamental difference.
-------------------- HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document
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