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The players will log 100 alts + farming in instance instead, there should be some mechanism to discourage players from logging 100 alts ks each other in low level maps. The current issues with huge amount of alts are
1) All maps occupied by 1 hit farmer which leave no room for leveling
2) Holy battlefield filled up with AFK alt
3) Gold Inflation
In my opinion a game should reward&promote players to PLAY their game instead of MINING their game. When making suggestion, i do aware players that
1. Low play time, Low multi account farmer
2. Low play time, High multi account farmer
3. High play time, Low multi account farmer
4. High play time, High multi account farmer
If dungeon improvement were made without multi account adjustment, the riches(Group 4) will get even richer, it will cause the group 1 & 2 to quit game. Group 4 could pay 0 USD but buying AG from Group 1,2,3 by camping bosses that drop Skill 5, occupy leveling area, preventing other players from getting boss drops.
If dungeon improvement and multi account adjustment were made, then the farming rate is equivalent to player's fatigue, which is a fair factor to every players. The groups will become
1. Low Play time(3 Hours), Fatigue Time (3 Hours)
2. High Play time (9 Hours), Fatigue Time (3 Hours)
This could make the paid system to be actually rewarded to those who pay USD. Before adjustment, only Group1&2 have to pay USD to get onto the same ground of Group3&4. While Group 3&4 could just farm every maps and buy AG without spending USD.
After adjustment, the players actually spending USD are rewarded. At current AOPVP USD:AG rate, the "pay to win" factor is greatly controlled. The pay to win occurs if the super equipment ONLY ACQUIRABLE to those who paid. With AOPVP USD:AG rate, drop rates, every player get the chance to collect the same equipment. Players are more willingly to pay if it could speed up their grinding process to get near top players. |
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