Anthyny
Member
@IronLady I continued our PM discussion, but have posted the questions here for the rest of the community to view as well for additional feedback as suggested.
Hello Iron Lady,
So far I've only gotten opinions from the active player base of Trion's NA Fresh Start server, Reckoning since its the one I actively play on at the moment. Once the people I've gotten in contact with on other servers make their rounds I'll follow up once more.
It appears that the main concern everyone has is the gear curve and how the Marketplace will affect it.
The single account concept you guys have set up now is beautiful and the most promising aspect so far. Kudos on that much.
However, the question here really is, are materials that are usually the bottleneck for crafting and progression going to be locked away in the Marketplace Crates essentially as Trion's server is?
ie: Archeum and Lunarite which are used heavily in crafting are almost abysmal to acquire through regular game play and then Trion included both as drops in the credit crates to promote players to just pay money to progress instead. This was a slap to a majority of the servers face and caused the largest exodus of players that Reckoning experienced.
Do your increased drop rates combat this effectively?
Cosmetics and quality of life type items such as costumes/decorations/bag expansions/freighter tickets are not REQUIRED to progress as such and are fair to be included in the market place, but making the "main" method of acquiring required materials for gear progression to involve credit purchases is detrimental to game play.
Does the Marketplace have items available that will grant instant advantages to players over others that don't purchase them?
Items such as Labor Potions, Lunar/Stellar Scarecrow farms and Majestic Trees/Mining Drills/Rumbling Archeum trees are direct counters to a regular players methods of gaining these required materials which once again would promote players to "AFK" and just purchase credits instead of playing the game.
Why do the 16 scarecrow quest if you can just buy two of the farms right off the bat? Why go through the efforts of planting massive cedar farms and mining stone if you can once again, just charge a few credits and wait if its easier?
Is a player able to simply just log on in a few weeks and just buy credits to sell highly sought after items such as Superior Red Regrade charms to completely skip game play entirely?
Again, if the increased rates combat this effectively, this is a lesser issue since more players would be inclined to play normally, but if progression and actual game play is made so discouraging that players would rather just charge credits and wait for gear to show up, the community suffers because of it as well.
Is the gear curve gated just enough to promote steady game play?
Yes this is an increased rates server, but if players are all able to hit higher end-game gear scores within a matter of a few weeks due to either paying real money or simply because the server just hands it to everyone, communal activities will once again dwindle as everyone will stop bothering to do anything else but the occasional PvP activity.
Essentially, all of the players are hopeful for a server that promotes a healthy environment rather then just waiting for your next paycheck to come in so you can make your next gear upgrade. We understand your necessity for a revenue to maintain the server and an appealing marketplace is the main method of this (especially since you guys have graciously given patron away for free to everyone), but if this server mirrors exactly what all the jaded players on official servers already have, it would be rather difficult for myself and other hopefuls to promote it.
Hello Iron Lady,
So far I've only gotten opinions from the active player base of Trion's NA Fresh Start server, Reckoning since its the one I actively play on at the moment. Once the people I've gotten in contact with on other servers make their rounds I'll follow up once more.
It appears that the main concern everyone has is the gear curve and how the Marketplace will affect it.
The single account concept you guys have set up now is beautiful and the most promising aspect so far. Kudos on that much.
However, the question here really is, are materials that are usually the bottleneck for crafting and progression going to be locked away in the Marketplace Crates essentially as Trion's server is?
ie: Archeum and Lunarite which are used heavily in crafting are almost abysmal to acquire through regular game play and then Trion included both as drops in the credit crates to promote players to just pay money to progress instead. This was a slap to a majority of the servers face and caused the largest exodus of players that Reckoning experienced.
Do your increased drop rates combat this effectively?
Cosmetics and quality of life type items such as costumes/decorations/bag expansions/freighter tickets are not REQUIRED to progress as such and are fair to be included in the market place, but making the "main" method of acquiring required materials for gear progression to involve credit purchases is detrimental to game play.
Does the Marketplace have items available that will grant instant advantages to players over others that don't purchase them?
Items such as Labor Potions, Lunar/Stellar Scarecrow farms and Majestic Trees/Mining Drills/Rumbling Archeum trees are direct counters to a regular players methods of gaining these required materials which once again would promote players to "AFK" and just purchase credits instead of playing the game.
Why do the 16 scarecrow quest if you can just buy two of the farms right off the bat? Why go through the efforts of planting massive cedar farms and mining stone if you can once again, just charge a few credits and wait if its easier?
Is a player able to simply just log on in a few weeks and just buy credits to sell highly sought after items such as Superior Red Regrade charms to completely skip game play entirely?
Again, if the increased rates combat this effectively, this is a lesser issue since more players would be inclined to play normally, but if progression and actual game play is made so discouraging that players would rather just charge credits and wait for gear to show up, the community suffers because of it as well.
Is the gear curve gated just enough to promote steady game play?
Yes this is an increased rates server, but if players are all able to hit higher end-game gear scores within a matter of a few weeks due to either paying real money or simply because the server just hands it to everyone, communal activities will once again dwindle as everyone will stop bothering to do anything else but the occasional PvP activity.
Essentially, all of the players are hopeful for a server that promotes a healthy environment rather then just waiting for your next paycheck to come in so you can make your next gear upgrade. We understand your necessity for a revenue to maintain the server and an appealing marketplace is the main method of this (especially since you guys have graciously given patron away for free to everyone), but if this server mirrors exactly what all the jaded players on official servers already have, it would be rather difficult for myself and other hopefuls to promote it.
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