Display Moreno matter what you say. for any game. they should never limit you and make you have to play alt. there a reason stamia system games aren't really well received here. it a useless and stupid system. you say it limit content per day. but that doesn't mean shit ether way. since people will get to end game ether way. a game is meant to be fun and not limit how long you can play. it also the reason closers failed. stamia system doesn't really help with anything. and yes everyone like different games. but doesn't mean people who like soul worker game type wouldn't be turn off by a stamia system. if they did what kritia did and just give less exp when you ran out of stamia (i think that how it work from what i read). then it be fine. i'll still play just cause i can. and these absurd lies you called them. are fake. they are real reasons backed up by facts. and if the system is bad. i haven't played it but real alot of shit about it. then it will fail like most if not all (which very few games of this type with stamia)stamia system games.
The only reason fatigue isn't well received is people don't like being told what to do.
Saying that "you can only play so much per day per character" is a restriction of freedom, people don't like it. That's a reasonable reaction, and we get it.
But it doesn't change the fact that the game was built on a foundation that took the fatigue system into account. There are a LOT of unforseen problems that happen if you just take it out like one of the bottom blocks in Jenga.
As an example, Dungeon Fighter Online was a South Korean game, developed by Neople and published by Nexon in North America some years back. It completely removed the fatigue system after a few years of running because of the same complaining.
As you can probably find by searching, DFO isn't being run by Nexon anymore. It was in fact shut down until Neople decided to self-publish the game internationally themselves.
There were plenty of reasons why it failed - one of the major ones being Nexon's terrible content droughts that went for 6-8 months at a time - but among them was the fact that gold sellers were inflating the crap out of the economy, since without fatigue restricting them they could just farm non-stop. Amassing huge amounts of money, pumping it into the market, driving up prices, to the point where if someone wanted a cute costume with in-game money they basically had to dedicate a couple of MONTHS of time to saving up, or hope they get extremely lucky with 0.15% drop rates on desirable items.
People also burned themselves out by playing too much all at once; because lets face it, you play a game for hours on end and your body WILL subconsciously associate the negative feelings of tiredness and repetitiveness with the activity you're doing - a.k.a the game itself. Deny it all you want, there are a LOT of people who will throw themselves at the game, play non-stop for two weeks, then state that "they're bored; when's the next patch; rip no new content" and the like.
I said it before in this thread and I'll say it again; I think fatigue is a necessary evil. I will be pleasantly surprised if they're removing it entirely; but from seeing how it is overseas, Soul Worker has a LOT of ways of allowing you to "cheat" the system and extend playtime. Not to mention PVP IS NOT FATIGUE BASED AND CAN BE DONE INDEFINITELY.
So if the system forces me to pace myself and prevent burnout, while also fighting off issues like bots and stupid market pricing? Well, I'm a big boy. I can handle a little control over how much I am allowed to play.
all what you said about limiting players,bots,market, ects. doesn't mean shit. players shouldn't be limited. and it is them who should liit themselves if they must. not be force too. bots are in every mmo. no matter the model. and the market will get fuck up ether way. so stamia/fag won't change a thing. and yes it was built with fag in mind. but it was also build with it home market in mind too. which NA isn't. and im not saying remove it. but make it so you can play at least 8 or abit more hours a day. and if there are ways to cheat it. that good. and there never enough content in any game.
Display MoreDisplay Moreno matter what you say. for any game. they should never limit you and make you have to play alt. there a reason stamia system games aren't really well received here. it a useless and stupid system. you say it limit content per day. but that doesn't mean shit ether way. since people will get to end game ether way. a game is meant to be fun and not limit how long you can play. it also the reason closers failed. stamia system doesn't really help with anything. and yes everyone like different games. but doesn't mean people who like soul worker game type wouldn't be turn off by a stamia system. if they did what kritia did and just give less exp when you ran out of stamia (i think that how it work from what i read). then it be fine. i'll still play just cause i can. and these absurd lies you called them. are fake. they are real reasons backed up by facts. and if the system is bad. i haven't played it but real alot of shit about it. then it will fail like most if not all (which very few games of this type with stamia)stamia system games.
The only reason fatigue isn't well received is people don't like being told what to do.
Saying that "you can only play so much per day per character" is a restriction of freedom, people don't like it. That's a reasonable reaction, and we get it.
But it doesn't change the fact that the game was built on a foundation that took the fatigue system into account. There are a LOT of unforseen problems that happen if you just take it out like one of the bottom blocks in Jenga.
As an example, Dungeon Fighter Online was a South Korean game, developed by Neople and published by Nexon in North America some years back. It completely removed the fatigue system after a few years of running because of the same complaining.
As you can probably find by searching, DFO isn't being run by Nexon anymore. It was in fact shut down until Neople decided to self-publish the game internationally themselves.
There were plenty of reasons why it failed - one of the major ones being Nexon's terrible content droughts that went for 6-8 months at a time - but among them was the fact that gold sellers were inflating the crap out of the economy, since without fatigue restricting them they could just farm non-stop. Amassing huge amounts of money, pumping it into the market, driving up prices, to the point where if someone wanted a cute costume with in-game money they basically had to dedicate a couple of MONTHS of time to saving up, or hope they get extremely lucky with 0.15% drop rates on desirable items.
People also burned themselves out by playing too much all at once; because lets face it, you play a game for hours on end and your body WILL subconsciously associate the negative feelings of tiredness and repetitiveness with the activity you're doing - a.k.a the game itself. Deny it all you want, there are a LOT of people who will throw themselves at the game, play non-stop for two weeks, then state that "they're bored; when's the next patch; rip no new content" and the like.
I said it before in this thread and I'll say it again; I think fatigue is a necessary evil. I will be pleasantly surprised if they're removing it entirely; but from seeing how it is overseas, Soul Worker has a LOT of ways of allowing you to "cheat" the system and extend playtime. Not to mention PVP IS NOT FATIGUE BASED AND CAN BE DONE INDEFINITELY.
So if the system forces me to pace myself and prevent burnout, while also fighting off issues like bots and stupid market pricing? Well, I'm a big boy. I can handle a little control over how much I am allowed to play.
If they removed the fatigue system this game would be dying within a month, theres just not enough content for them to justify removing fatigue, the other versions of the game are already almost dead because of the lack of content, we dont want that to happen to us right? we want to play for a longer period of time
it will die with fag too. and that will happen with content ether way.
A fatigue system's true intention is one thing, it's presentation is another.
I'm sure there are ways to balance the economy, preserve player bases, extend content, etc. without resorting to a system that essentially labels itself as "Once this bar depletes, you can't play anymore".
A necessary evil, sure, but it doesn't have to be evil.
i 100% agree. there are other ways that isn't limiting.
its fun how some think its "fine" with this system becouse of reasons they in the end justify with "its possible to cheat/buy to get more" isnt that the same as having no limit? xD
well in the end we as the players probly dont have a single thing to say as long Gameforge is just here to translate the game and after some weeks get the OK from overseas to change ingame cash shop, really hope it wont happen but sadly most asian games end up like that here in the west, and its sad to see good games getting destroyed by publishers that just wanna milk the "money whales" in some weeks time instead of trying to get a good overall income. ( please Gameforge dont ruin this anime style game they are rare from the begining )
well we can just wait and see and hopfully have a good time ingame when they release it "Soon"
i wouldn't say we have no voice. we are the players who pick if the game's playerbase live or die here. and sounds like trion with archeage lol.