|
Post by Membrane_on_Vacation on Jan 31, 2016 6:06:45 GMT
|
|
|
Post by Membrane_on_Vacation on Jan 31, 2016 13:28:22 GMT
I've crunched the numbers.
Assuming you are only fighting skeletons, it would require at least 36hrs a week to maintain a property for $200 in-game gold per real life day. Gold collection at that rate happens to add up to $36,500 in-game gold every 6 months working out to exactly $73,000(divided by 6 = nearly 12!) in-game gold and 1,872(78days)hrs per year.
There are some certain coincidences there if not intentional with those numbers... Let alone the pure grind a casual player may have to deal with in order to fully maintain a house simply by PvE combat of a low level mob...
Affordable from either the time or in-game money part?
|
|
|
Post by zincturtle on Jan 31, 2016 15:23:02 GMT
will be interesting to see a few things affected by this: the pressure to use existing gold dupes, and how to hide the proceeds if tax rates are based on deed and not by lot. (example was town, rather than village, row, city, etc) people will start to rent out storage chests. (permissions aren't granular enough, yet) storage chests will probably start to have limits (there are none now, at least, none shown in game)
Sadly, at least for the storage pressure that crafting/harvesting/refine exerts, GW2 got this part right.
200 gold a day is nothing, if you're playing every day or fleecing your guild sheep, but it'll add up quick, and I think it's only a matter of time before the whales demand cash->gold so they can just use RL money to turn off the in-game pain.
|
|
dodgy
Strong in the Force
Posts: 1,171
|
Post by dodgy on Jan 31, 2016 22:17:43 GMT
1400 gold per week isn't that much. You can kill elves for 20 minutes and have it. That was when I played though so a lot might of changed.
How would you add value to a house while removing gold from the game?
|
|
|
Post by zincturtle on Feb 1, 2016 0:20:56 GMT
(...)How would you add value to a house while removing gold from the game? Personally? I wouldn't permit individual structure ownership, and I would tie all structures to a larger overworld plot mechanic. But that's just me. But I would allow guilds to own, erect, maintain, defend, and upgrade structures. In the context of SotA today, though, I would require housing/structure defense (magical, mechanical, organic, etc) be the 'drain' on the 'tap' of resources/gold.
|
|
|
Post by Membrane_on_Vacation on Feb 1, 2016 0:31:18 GMT
(...)How would you add value to a house while removing gold from the game? Personally? I wouldn't permit individual structure ownership, and I would tie all structures to a larger overworld plot mechanic. But that's just me. But I would allow guilds to own, erect, maintain, defend, and upgrade structures. In the context of SotA today, though, I would require housing/structure defense (magical, mechanical, organic, etc) be the 'drain' on the 'tap' of resources/gold. I had the notion that they were going to apply this to the NPC towns via "players take over the world" thing a while ago. Long while.
|
|
|
Post by johndoe on Feb 1, 2016 16:04:50 GMT
Forcing me to play through high taxes, just makes me not want to play. Same for the skills degrading over time. Just shows their absolute lack of creativity. the game should be fun, not a chore.
|
|
|
Post by zincturtle on Feb 1, 2016 22:08:17 GMT
This is the problem when you have an executive producer and CEO still stuck using punishing mechanics from the 90's. " FUN? No no no, you must be mistaken. Our games are a second JOB, there is no FUN here! FUN would be entertaining, and that's not profitable. "
|
|