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09-26-2016
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76 |
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Registered User
Join Date: Dec 2014
Posts: 167
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Looting's just on the top because bugs aren't worth the time anymore at all, theres almost literally no reason to catch bugs except for 'fun' every now and than, or if you're a collector. Spending 1-2 minutes to catch and find a bug thats worth 5-15g isn't worth it, and on top of that it's like playing the lotto to catch the witch discounts (Pretty sure 1/2 of them are out dated/non existent, unless that's been updated) Not to mention 80% of the people on this server have an even harder time catching them because of lag. Next will be guild houses like Aguzo said, because it's already better than looting was pre-nerf.
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09-26-2016
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77 |
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Banned
Join Date: Nov 2012
Posts: 4,173
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To be honest this thread made me want to try farming gralats in my guild house for fun. I haven't done a graal activity like that in 2 years on classic now |
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09-26-2016
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78 | |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-27-2016
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79 |
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Registered User
Join Date: Dec 2014
Posts: 167
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Bugs meaning bee's I guess. The other bugs have never been worth the time because the time and value you get from it isn't worth it.. atleast for the past two years i've played.
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09-27-2016
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80 |
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Registered Bomber
Join Date: Dec 2013
Location: Clock Town
Posts: 401
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09-27-2016
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Scrubs.
Join Date: Sep 2011
Location: I live in space
Posts: 2,272
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By what I meant is. Era is a whole different game style to Classic. While in Era you buy weapons in classic it is mainly hats. In a way I don't believe this changed really wasn't to compete with Era since you do much more with your gralats in Era than classic. Classic the only way people buy stuff is if they like the hat or item being sold. While in Era you have weapons that are way over 50k. Maybe he is saying Era players spend more time on jobs than classic players. |
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09-27-2016
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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It was a lesson learned, you could say. We now know not to spawn anything like a bug based on player input(for example when they cut a bush). Bees now have controlled spawning, just like the rest of the bugs. However they have been getting tweaks since the new bug system release.
I never want Classic to get to the point where either Unixmad says "look, you're not making enough money why keep you around when Era makes more," or worse, starts pushing and enforcing changes to make a profit. I don't want it, and I'm sure the players don't want it. |
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09-27-2016
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83 |
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The Shaded Leg
Join Date: May 2012
Location: NYC
Posts: 556
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09-27-2016
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84 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-27-2016
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Registered User
Join Date: May 2013
Posts: 3,027
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I would be willing to pay. I used to buy a lot gralat packs before, but after the game started to decline in quality, not so much. Making job-like mechanics like looting, and bug catching useless, takes away that "quest" feel for the game. Maybe make the new guild update p2w? It has to happen eventually, unless players want a job with an ad every 30 secs, and 2x boosts by watching 30 second videos. I mean, you could easily make bank by bringing the clown nose hat back into a shop, and charging 100k. Same thing for other older/popular hats, such as the wings. As for the guild update being p2w, no idea how that could be done. Maybe making people buy booster packs in order to boost their experience points for a few hours with real money. Every season their level is reset, so people would buy booster packs very often, in order to gain those levels, and essentially be able to cash in on other prizes they want. In order for that to work, you'd have to give guilds very high incentives such as, public buildings for the top guilds during a season. Opposite of the quality of recent gst hats. Things like that. In order to keep them there for a very long time, you'd have to add in achievements. Making them feel "rewarded" for spendings hundreds-thousands of hours getting them all. You can also make money off of achievements like making them pay $1 for a 2 hour boost. These are just ideas though.
Last edited by Aguzo; 09-27-2016 at 03:13 AM.
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09-27-2016
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86 |
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Scrubs.
Join Date: Sep 2011
Location: I live in space
Posts: 2,272
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End of Classic when that comes
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09-27-2016
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87 |
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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Here's a nice little related article that the staffer could read. Food for thought. http://thinkapps.com/blog/post-launc...on-statistics/ |
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09-27-2016
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88 |
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Scrubs.
Join Date: Sep 2011
Location: I live in space
Posts: 2,272
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I don't get it. Most of that stuff is already on classic. Sent from my iPhone using Tapatalk |
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09-27-2016
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89 |
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Registered noob
Join Date: Jan 2012
Location: Rondoletti Wafer Sticks
Posts: 780
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M I L O, where u at boy? still waiting for you to talk about boats LMAO
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09-27-2016
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90 | |
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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In my limited experience, most games tend to get their monetization method selected and carefully streamlined before introducing money making systems in the game itself, allowing them to merge seamlessly and have some features exclusively behind a pay-wall. I feel that doesn't have to impact competitive features or cause any difference to balance in the game... Maybe something to consider is offering a seasonal 'grab bag' that needs to be purchased exclusively with packs? Or maybe that comes along with a pack purchase. Say, spend 10 dollars on the game and get a complete furniture set (table, 4 chairs, bookshelf, bed). Make a new set 4 times a year... you suddenly have people spending cash in the game, not only making them happy with "free" virtual presents, but also encouraging some cash flow to get the exclusive items. Doesn't have to be furniture, of course... could be a body/head/hat set... could be a special gani, morph, mount, whatever... You could even have tiers (a hat at 5 dollars, a mount at 10, furniture at 20, all 3 sets at 50 dollars spent) for those hard core collectors. Oh and then there was this idea too... http://www.graalians.com/forums/showthread.php?t=36820 |
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