This week’s Overthinking topic comes from longtime MOP reader and commenter Sally Bowls. It’s about monetization, but it’s a nuanced argument we don’t see all that many people making. “Does ‘buyable in game’ change the monetization argument? For example, there is a $20 (sigh I’m old, make that $1000) mount in the ca$hshop. But you can also earn ‘gold’ in-game to acquire it. One one hand, $0 players can still get the mount, so their complaints are not that they can’t have it, just that they would feel better if others don’t. Which I have always thought of as shallow; drive a nice car because you like it, not because your neighbors don’t have one as nice. On the other hand, at some point, it feels like a sham – if the $20 item takes 400 hours of grinding to get or worse, each hour of grinding gives you a .25% chance of the item. I join the social media consensus: ‘also buy it with gold’ is a … [Read more...] about Massively Overthinking: If an MMO item is buyable with gold, does that excuse its presence in the cash shop?
Does tarnish gold
Shortly after releasing their latest patch Old School Runescape players quickly discovered an enormous bug that allowed players to get billions of gold. There's a bug in the game's most recent patch that broke PvP loot. Killing and looting another player resulted in the maximum amount possible of gold to appear on their body (a little over 2 billion gold). The bug can be seen in action below as Runscape streamer Purpp freaks out after discovering the gold: To address the economy shattering bug, Jagex simply did a roll back of servers restoring data from a saved state before the most recent patch. Servers are already back online and operational, but this was the first time in the game's history that they had to do a complete roll-back. While players lost some progress, it was the only way to remove the billions of gold added to the game. FacebookTwitterReddit Related … [Read more...] about Oldschool Runescape Does Complete Roll-back In Response to Gold Bug
I'm not asking for the details, as we all know if you know how it works, you can work to circumvent it. I just wanted to know the stance of the devs on botting, like scripted players, and gold sellers. Both are often off putting to hardcore and casual players alike. … [Read more...] about Does Fractured plan to combat botting/gold sellers?
I looked a long, long time for a new game that felt PVE friendly after getting bored with D3:ROS. Every single game coming out with a PVE component seemed to fall into one of the following groups: Yet Another Theme Park A Brad McQuaid inspired "You Need a 20-Man Group to go Pick Flowers" Another ARPG Yeah, We've got PVE in our game. You'll have to put up with being attacked constantly in our OWPVP environment. I was overjoyed to find Fractured since I'll FINALLY have a PVE experience in a completely different type of game...a PVE experience that won't involve being constantly attacked while I'm trying to explore and gather. I am positive that I'm not the only one out there that has been dying to find a good PVE experience in a game that isn't just a clone. One in which it's easy to PVP by going to other worlds, but in which PVP is completely my choice. Let's face it: Syndesia will be competing with Ashes of Creation for players Tartaros will be competing with Crowfall for players … [Read more...] about This game is a potential PVE gold mine
My husband is a dedicated Overwatch player, and lately he’s been watching videos about improving his skill that frankly seem to have just as much relevance to MMOs in general. For example, one series of videos that he’s been into covers the differences in play by people at different skill and competitive tier levels. And a lot of the difference boils down to nothing more than simple trust. At lower tiers, observers note, nobody trusts anybody else to get his own job done, so you have a roving pack of people all one setback away from becoming lone wolves. It’s not exactly that nobody ever works together; in fact, even these pick-up teams will at least attempt teamwork a little bit because they know it’s what the pros do. But as soon as the first plan falls apart, so does the trust. Nobody tries again. It’s every man for himself. By comparison, higher-end players tend to maintain trust much longer, and so teamwork strategies that would never withstand … [Read more...] about The Daily Grind: How much does trust for other players matter in MMORPGs?