Shattered Kingdoms

Where Roleplay and Tactics Collide
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Yes or no
Yes 30%  30%  [ 8 ]
No 70%  70%  [ 19 ]
Total votes : 27
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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sat Aug 31, 2013 8:17 am 
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Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Chem wrote:
I think Loyalty Token should be also be a purchased item. I'll drop 20-30 bucks to get my Priest Minotaur.


Haaaaail no. I hate all those games and apps that you can drop real cash to get special perks. They should be able to be earned equally across the board, not bought.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sat Aug 31, 2013 8:26 am 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Pay2Win, I believe they're called, and I share a spite for them, too.

Meritocracy is the way to go... ;)


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sat Aug 31, 2013 11:35 am 
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Joined: Thu Oct 22, 2009 10:32 am
Posts: 1097
Location: ima steal your underwears D:<
You guys are talking about games in which you can pay money to gain an advantage over people. The idea behind loyalty tokens is that they give variety but not advantage; someone with an 80-token character should be no more powerful than someone with a 0-token character, although perhaps more unique. If you gain an advantage by paying money for a character on SK, then it's the tokens that aren't working properly.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sat Aug 31, 2013 11:46 am 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
My initial response mirrored dalamar's, but LPP makes a good point. If people want to pay for the right to play something that's freely available, I say fund SK all you like. They should be priced in such a fashion, IMO, that most people who actually play would rather just earn them. But for the purposes of drawing in new blood and/or sparking renewed interest in older players, I personally see little harm.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sat Aug 31, 2013 11:58 am 
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Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
Meissa wrote:
My initial response mirrored dalamar's, but LPP makes a good point. If people want to pay for the right to play something that's freely available, I say fund SK all you like. They should be priced in such a fashion, IMO, that most people who actually play would rather just earn them. But for the purposes of drawing in new blood and/or sparking renewed interest in older players, I personally see little harm.


You sir get a cookie.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sun Sep 01, 2013 8:27 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Le Petit Prince wrote:
You guys are talking about games in which you can pay money to gain an advantage over people. The idea behind loyalty tokens is that they give variety but not advantage; someone with an 80-token character should be no more powerful than someone with a 0-token character, although perhaps more unique. If you gain an advantage by paying money for a character on SK, then it's the tokens that aren't working properly.


In the grim future of Shattered Kingdoms, uniqueness is seen as a threat. Threats are powers in their own way.

Meissa wrote:
My initial response mirrored dalamar's, but LPP makes a good point. If people want to pay for the right to play something that's freely available, I say fund SK all you like. They should be priced in such a fashion, IMO, that most people who actually play would rather just earn them. But for the purposes of drawing in new blood and/or sparking renewed interest in older players, I personally see little harm.


Here's something new. I think I'll give it a try.
Come closer you! I like to see what I buy...


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sun Sep 01, 2013 9:28 pm 
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Mortal

Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
I'd rather not see tokens for sale. Maybe increase the amount that are earned or the speed at which they are earned in order to promote longevity.

What does everyone think of the idea of tokens being used to purchase additional races, like say Goblins, Orcs, Manticores, Lizardmen, or others?




Don


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sun Sep 01, 2013 10:07 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
I think tokens will eventually evolve into what paragon has become.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sun Sep 01, 2013 10:14 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Paragons should be IMM appointed. Not default selected. There's too much in-rewarding.

While on the topic, which is off topic, paragons of each month should be responsible for fulfilling a need in the game. Like desc writing or area design. In addition, paragons should be able to room-emote as a reward for their outstanding roleplay.

remote A ray of sunshine peaks through the treetops and touches a patch of grass before @Cindy.

Paragon sees:
A ray of sunshine peaks through the treetops and touches a patch of grass before Cindy.

Cindy sees:
A ray of sunshine peaks through the treetops and touches a patch of grass before you.

Do this please, and monitor with care.


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 Post subject: Re: Class change for loyalty tokens
PostPosted: Sun Sep 01, 2013 10:30 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
You can't take the human out of the equation, and paragon is in fact by design going to favor an in-crowd of people who support and play a certain way. Not necessarily a bad thing, but it just to happens that the certain way is dubious. The best thing to do might be to remove the class-based restriction if its still on there and to re-examine the process of 'maintaining' a title. I'm sure some of my enlightenments have only been because the rewarder wants to use a reward up for the day and can't find anyone else who capitalizes the first letter of each sentence in-game at the given moment.


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