sane wrote on 2018-04-19 20:48:22:
the biggest issues i see people having with this idea is the concept of wealthy users utilising it, taking away the interactivity of the game, and the economy. i'd like to maybe hit on these topics one at a time if i could.
why would wealthy users utilizing a mechanic available to everyone be a bad thing? so they make more money; everyone else is, so why shouldn't they? from what i can see, these jobs aren't making astronomical amounts of money, as i see that 6 hours of your dragon toiling would only bring in 12,000 treasure. these figures may not be set in stone but it's not like the jobs would be raking in astronomical amounts to make everyone rich users. also, it seems that the jobs are only available once a day by one dragon (i could be wrong), but if that were the case, then everyone is making the same amount and no one has a one-up over someone else.
forum games aren't exactly the most interactive of games. while this one is certainly one of the more intensive ones featuring things such as the coliseum, forum games are often slower-paced and more for players with time constraints who cannot toil away for hours on end. this game isn't an interactive game for me and many others not because we are too "lazy" to put in the work but because we simply don't have the time to spare. does that mean we should be poor on the game? probably not, it's just a benefit to keep people with too little time involved. it actually could create more interactivity considering i'd have more money to put into the game then, even if just small amounts.
The issue is simply this: If you are poor in this game and a job system is added that requires little to no interaction and has no restrictions, then you will STILL be poor after it is added because, while you may have more treasure on your account, that treasure will still be worth the exact same as it was before the job system was added. This is because EVERYONE would be doing this job system, so everyone would be making the same amount of money. Yes, those who don't have time or inclination to play the fairgrounds or coliseum, or train/exalt dragons would have a way to make money, and thus would have more money on their account, but so would those who DO have time and inclination to do the other ways to make money, because this could be done in addition to those other avenues.
This particular suggestion was about a way to
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My proposal is that Flight Rising have a similar setup for those who can't spend hours on the Fairgrounds or Coliseum due to jobs or otherwise. In addition, it would also have a randomized element to it in the form of a wheel-spin extra job.
and
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The idea here is more that it would give players with limited active time on the game more ability to gain treasure, as well as be a neat thing for your dragons to be doing outside of the Coliseum.
with the added benefit of
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It would also help out newer players in that it would provide more immediately useful items to them outside of "Gather Items" as well as a way for them to make more treasure just starting out.
It sounds great, but as pointed out, it wouldn't do anything, and might in fact hurt new players who don't do these jobs every day as everything would be that much more expensive.
What is truly needed, if the goal is to give players who do not use those other avenues to make money a way to, you know, make money, then it needs to be something that must be done instead of playing the coliseum or fairgrounds or exalting, which means it has to be interactive. It cannot be something that users can click 5 times and then go off and do whatever while waiting for the money to come back.
Again, more and varied ways to earn money is a good thing, but more *passive* ways to earn money just means that everyone, including those with time (whether they are weathy or not) as well as those without time are using them, which leads to the value of individual treasure going down. As I said in my earlier post, this would mean that, as more treasure is added, more people would be willing to pay higher prices for MP stuff (and other stuff), leading those items to raise in price. As the MP items raise in price on the AH, then snipers are going to clean the MP out of all but the junk items that are given out like candy in chests. Again, this means that status quo is maintained. Sure, casual players have more money, but their money doesn't buy more after the first few weeks/months (there would be a period in which prices haven't risen, so players have more money and can buy up the cheapest items off the AH). This in turn can disadvantage new players as they would HAVE to utilize all avenues to make money simply to keep up.
Even a small amount of treasure adds up over time and truthfully, I don't think FR really wants (or should) to become a game where users can come in, click a handful of times, and then people forget about the game for the next 24 hours. As I said, it needs more ways to keep players active for periods of time, not just a burst of activity, then nothing for a long time after.
And, again, I do sympathize with players who cannot spend as much time as they would like online, I had that when I had dialup, I could only spend a handful of hours online at night, and that was for EVERYTHING I wanted to get done online, not just games (and by handful of hours, it means 4 or less until I fell asleep, which sounds like quite a few, but remember this was at dialup speeds). But, the fact remains that for any game, what is put into it is what is gotten out of it. If you cannot put the time (no matter how much or how little) into a game then you aren't going to get as much out of that game as someone who CAN put (or is willing to put) hours into that same game. It doesn't matter how many avenues are available to earn money, how passive the earning is, etc... that fact will not change. Those who have time to put into games will always have more resources to spend than those who do not have the same time (or willpower, I have to say, I am one who HAS the time, but am somewhat lazy about putting effort into the game, hence my being rather poor most of the time) to spend on the game. Adding passive ways to earn resources won't change that. (I don't think anything can truly change that, short of adding ways to earn money where users cannot use their accounts for a long period of time, meaning they are locked out of all other ways to earn money)