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[IGN] Blizzard's Titan MMO Delayed, Reset - Page 7

post #61 of 66
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Originally Posted by Bobotheklown View Post

If wow didn't have the soulbound items, the economy would have inflated out of control many years ago, like Diablo 3's is now.

Also Final Fantasy XI Online is another great example as to why Soul Binding is a must have in an MMO. The eco in FFXI went south so fast due to item campers and gill sellers.
    
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post #62 of 66
In my personal opinion, I'm thinking:

During the Second year of Burning crusade the quality of the game declined a lot, I predicted that was because the company was shifting staff from WoW to Starcraft 2.

About the second year of Wrath of the Lich King and especially the Cataclysm expansion the quality of the game declined again. Again I thought this was due to more staff going to Diablo 3 production.

This, along with all the other layoffs. Remember the big lot at the start of last year? Blizzard claimed no games would be hurt, then we found out most of the lore writers had been fired. Have lead to a decline, once again, in WoW's quality.

So now, I'm thinking, that seeing the state of WoW and the subscribers that their loosing. They're now reassigning their "Dream team" they took from WoW and putting them back on it to re-invigorate the game. My Main reason for this thinking is because of how much Blizzard rely on WoW's money for everything. Lets face it, SC2 won't keep the company afloat, D3 failed and they're loosing Subs in WoW faster than ever.
I'm not saying the company will go under but if the game goes under or even to afew million subs Bliz will have to get bailed out. They rely on WoW for all their projects. ( I think I read somewhere on Forbes that Bliz rely on 60% - 75% of their income from that game and that the job cuts last year were a result of an attempt to not rely so heavily on one game )

Just my 2 pence worth of opinion.
post #63 of 66
Quote:
Originally Posted by PostalTwinkie View Post

Also Final Fantasy XI Online is another great example as to why Soul Binding is a must have in an MMO. The eco in FFXI went south so fast due to item campers and gill sellers.
I think what kills an economy in a MMO is having no risk vrs reward. Take Ultima Online for example. Before the feluca/trammel split (Trammel has no open pvp) it was often joked that a piece of UO gold had a higher value than a lot of real world currencies...except it wasn't a joke. A 100k gold was a fortune and was getting as much as $50 on ebay at one time. Then they took out the risk and people started earning gold with no issues. Very quickly they had to make checks to hold gold because players ran out of bank space for it. (this happened before too, but we just used castle deeds that cost about a million gold to hold gold for us...it wasn't a wide spread problem though)

I set a goal of getting a billion gold and I reached it rather fast. Then I stopped looting it and if I had something some one wanted I just gave it to them. Gold had no value in the game any more. Trading rare items became the real method of doing business.

I see this happen even in the more "hard core" games like Eve Online...I could log into that game and start blitzing level 4 missions and make millions of Isk an hour...though it is about as fun as watching paint dry. This is countered by how easy it is loose ships in the game, but not completely though. Probably because a lot of players don't engage in pvp.

You either need risk to cause a player to lose substantial amounts some times or else you need one hell of a money sink. The Secret World has a decent money sink...clothes. It costs a lot to buy some outfits and it seems like the economy is still going good, but then the game is only a year old or so. In WoW the gold sinks are what? Repair bills? Mount collecting? I know I was disgusted by the trade channel some times where people were making bids all the time that were exponentially larger than every copper I had...made it hard for a new player. It didn't stop there either. Sellers on the auction house would price low level gear with the expectation that max level players would be buying it for their alts.
Edited by Vagrant Storm - 5/30/13 at 10:18am
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post #64 of 66
Quote:
Originally Posted by Vagrant Storm View Post

I think what kills an economy in a MMO is having no risk vrs reward.

I do kinda miss MMO's that have real risk. Everyone is so worried about someone not having a good time that the games get stale quickly. I remember many years ago a friend of mine was playing runescape and lost all his armor PK'ing. He was so furious, but damn was it fun, and nothing beat the feeling of a succesful trip through the wilderness. Talk about tension. Can't have ups without some downs huh?

I guess something like that could never work in most MMO's though because you spend a year paying monthly fees to win your once a week raid and pray that the dice lands in your favor so you can get that shiny new gear to repeat the process. The gear has become the game.
    
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post #65 of 66
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Originally Posted by Vagrant Storm View Post

I think what kills an economy in a MMO is having no risk vrs reward...
This is very true, but PvP looting isn't the only way UO created a healthy economy -- I'm talking about item durability and destruction. I think this is mandatory for a healthy economy in-game.
post #66 of 66
This. I miss UO so badly due to its mechanics. So many never played and do not realize what they are missing.
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