Flobee
Ahn'Qiraj Raider
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Hello! Welcome to FOH, hope you enjoy your stay!That’s all you got? If someone has a different opinion than you, you just shit on them and throw insults?
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Hello! Welcome to FOH, hope you enjoy your stay!That’s all you got? If someone has a different opinion than you, you just shit on them and throw insults?
I get the argument, but I think this is where people get way too hung up on the literal word "winning" in P2W and end up talking themselves into weird semantic corners. MMORPGs generally do not have a traditional "you win" screen. By this logic, almost nothing in an MMO could ever be P2W unless the cash shop literally mailed you a credits roll and deleted your character afterward. "Winning" in MMO terminology has always referred to gaining gameplay advantages, progression advantages, efficiency advantages, or competitive advantages through spending money.It's the definition of winning that causes it to be a variable. There is no actual 'win' condition on a solo server. You are not in competition for anything with anyone else. There is no tangible benefit from reaching max level or anything before others. It's like using nitro on an empty racetrack.
That’s all you got? If someone has a different opinion than you, you just shit on them and throw insults?
We disagree on the impact. For a server like THJ the other players are 100% optional, so unless you choose to play with them what you or they do in terms of XP pots is utterly irrelevant. Same with the economy, social competitions, etc. You can do everything 100% solo, and in fact a lot of players enjoy to go 100% SSF instead of using baz for convenience.I get the argument, but I think this is where people get way too hung up on the literal word "winning" in P2W and end up talking themselves into weird semantic corners. MMORPGs generally do not have a traditional "you win" screen. By this logic, almost nothing in an MMO could ever be P2W unless the cash shop literally mailed you a credits roll and deleted your character afterward. "Winning" in MMO terminology has always referred to gaining gameplay advantages, progression advantages, efficiency advantages, or competitive advantages through spending money.
Now, I do agree that server design massively changes how impactful those advantages are. Rulesets can absolutely reduce the social and competitive impact of XP boosts compared to old-school open-world EQ. But saying "there is no competition at all" isn't really true either. Players still compare progression, gear, efficiency, completion, economic wealth/accumulation, raid capability, character strength, etc. MMOs are inherently progression-driven social environments even when they're "casual-friendly".
The "nitro on an empty racetrack" analogy also kind of falls apart because the racetrack isn't actually empty. Other players still exist. Shared economies still exist. Social hierarchies still exist. Progression curves still exist. The more accurate analogy would be: "Everyone gets their own lane on the racetrack, so using nitro doesn't force other cars off the road." Which is fair. That absolutely lowers the impact, but the nitro still exists.
And honestly, I think where the conversation lands for me is that server structure determines whether a monetization system is mildly annoying, largely irrelevant, or genuinely harmful. A solo-friendly instanced server with XP pots is probably closer to "mostly harmless convenience monetization" than some ultra-competitive uninstanced TLP sweatfest. But I still don't buy the argument that monetized progression acceleration somehow ceases to be P2W entirely just because the environment softens the consequences.
Not at all, faggot.Is calling a spade a spade really an insult?
We disagree on the impact. For a server like THJ the other players are 100% optional, so unless you choose to play with them what you or they do in terms of XP pots is utterly irrelevant. Same with the economy, social competitions, etc. You can do everything 100% solo, and in fact a lot of players enjoy to go 100% SSF instead of using baz for convenience.
Everyone gets their own racetrack, but they do share a snack shop.
I'm not sure where people getting this idea of "classes locked behind endgame" from... When you create your character, you can choose any two classes you want. You don't have to unlock anything to choose what ever two classes you want. Why do people keep saying this is locked behind endgame content?You would have loved THJ. More the pity this temu version is the first exposure EQ fans are getting to the concept. With no alts and the need to do end game shit to unlock new classes, they've really limited the space of 'experimentation' people can do. You're locked into your first (and usually worst) decisions for a long time.
THJ had it where you had so many alts, they had to add 'grouping' options in the character select menu so you could categorize them. Another neat thing was an NPC that let you put your class selection up to fate and would server announce the three random classes you were assigned. Discord was always alive with people min maxing different builds and giving them names (mag/bst/nec pet cuck, etc) and discussing itemization and AA priorities. That spirit of experimentation feels lost with the seemingly arbitrary limitations being put in the game. Again, another reason THJ was so good was no daybreak meddling. No 'well we have to have long lockouts to increase player retention' horseshit. Just good game attracting good players.
God, I really hope this all bombs and DBG goes out of business and the IP is just abandoned so the community can pick up the slack.
I'm not sure where people getting this idea of "classes locked behind endgame" from... When you create your character, you can choose any two classes you want. You don't have to unlock anything to choose what ever two classes you want. Why do people keep saying this is locked behind endgame content?
Don't forget about no alts.Because this is how you change your primary class
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It's a mechanic that's blatantly designed to get you to buy a token if you wanna change your primary class. With 7 day unlocks it will be borderline impossible to do for the first 3 months. There is zero reason for this mechanic to exist. It exist solely to scam people out of money.
Where?He seen it.
What is the rationale they have claimed behind not allowing any alts?
In the stream they said it was a technical limitation, because of the way they are allowing 'all' classes on one character, it was too much for the database to have alts. Subsequently, there was a lot of post-hoc rationalization about how it's actually a good thing because they will have aliases, which are just saved loadouts of your classes? Those aliases will be able to log out in different areas and have different names I guess? Probably piggybacking on the persona system.What is the rationale they have claimed behind not allowing any alts?
It's really hard to justify that decision as anything than a way to incentivise buying a token aka a money grab. Databases excuse is... Dubious