12-03-2007, 02:18 PM
Well another perspective then. A lot of people have several complaints on an issue about UO becoming another life if certain things are nerfed and certain rules changed(afk macroing). This, like anyother game, no matter what the case, should not be taken advantage of.
Diablo 2, it is a poorly populated server, the game was good in its day, but they aren't going to give you things, you have to earn them still. They do however have a server for hackers, great idea. Okay, think of the other servers as a place for hackers to go, they get what they want. But when they play the real deal server, they don't get what they want, so they complain to get their way, threatening to leave and take their friends with them. Heh, bye *Waves*. Player Statistics and the economy are not gained by handouts, if that were the case, I could qualify for welfare, food stamps, tanif, etc. But I don't
Any game built, must have a serious structure to it for it to succeed. Still don't believe me? Take a look at runescape. They had a massive amount of trouble with afk macroers and they ruined the economy. Well, they couldn't just reset things, but they did however implement tactics to falter afk macroers, which in time, led to a better economy. If you cannot prevent a situation, you take steps to set those "set backs" behind you. One step at a time.
As it currently stands, the major money makers are:
Mining
Blacksmithing
Scribing
Alchemy.
Two resolutions to balance this enough that we won't have continuous complaints from all sides.
Make hunting loot either easier to gain, or more loot dropped.
OR
raise chances of getting iron, making the economy price shoot down, reducing the financial whoring by the crafters.
Aswell as giving colored ingots a better meaning
Crafts must = Hunting Profit or vice versa.
I am sure everyone hates ideas that go against their habbits (afk macroing, transfers of skills and a lump sum of gold based on your item wealth) But I want you to ask yourself. How did every game become successful? Handouts? Or a minimum economy, building upon its own structure, rather than a structure that had no growth leading up to that handout.
Here is a lamens example:
I worked for 70 years of my life and retired.
You only worked 5 years of your life so far.
I ask you for money and pretty things.
You, with the common sense you should be born with, say no.
I ask why?
You say something like "because its mine, "I earned" it.
But I say "Yeah but "I earned" my whole life.
But then you say "Still, its something I earned and I won't just give it away unless you worked for it today, not 70 years ago.
Think.
Diablo 2, it is a poorly populated server, the game was good in its day, but they aren't going to give you things, you have to earn them still. They do however have a server for hackers, great idea. Okay, think of the other servers as a place for hackers to go, they get what they want. But when they play the real deal server, they don't get what they want, so they complain to get their way, threatening to leave and take their friends with them. Heh, bye *Waves*. Player Statistics and the economy are not gained by handouts, if that were the case, I could qualify for welfare, food stamps, tanif, etc. But I don't
Any game built, must have a serious structure to it for it to succeed. Still don't believe me? Take a look at runescape. They had a massive amount of trouble with afk macroers and they ruined the economy. Well, they couldn't just reset things, but they did however implement tactics to falter afk macroers, which in time, led to a better economy. If you cannot prevent a situation, you take steps to set those "set backs" behind you. One step at a time.As it currently stands, the major money makers are:
Mining
Blacksmithing
Scribing
Alchemy.
Two resolutions to balance this enough that we won't have continuous complaints from all sides.
Make hunting loot either easier to gain, or more loot dropped.
OR
raise chances of getting iron, making the economy price shoot down, reducing the financial whoring by the crafters.
Aswell as giving colored ingots a better meaning
Crafts must = Hunting Profit or vice versa.
I am sure everyone hates ideas that go against their habbits (afk macroing, transfers of skills and a lump sum of gold based on your item wealth) But I want you to ask yourself. How did every game become successful? Handouts? Or a minimum economy, building upon its own structure, rather than a structure that had no growth leading up to that handout.
Here is a lamens example:
I worked for 70 years of my life and retired.
You only worked 5 years of your life so far.
I ask you for money and pretty things.
You, with the common sense you should be born with, say no.
I ask why?
You say something like "because its mine, "I earned" it.
But I say "Yeah but "I earned" my whole life.
But then you say "Still, its something I earned and I won't just give it away unless you worked for it today, not 70 years ago.
Think.
