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Possibly a Cabbage Posted:
True, but there are two issues.
First, the question of scale – should an item that a minority of players have a large stock of multiply in value? Perhaps they should be rewarded for their prescience, at least in Acid Fluxes case – Inertia and the other guy just got lucky because they were boosting their auction seller value. If they are rewarded, we have to bear in mind it renders months of effort by many players (performing stale activities to work towards an almost impossible goal) null and void.
And second, is such a dynamic economy going to be by design (i.e. sustained) or by accident as in this case, with all the negative connotations stemming from the unplanned case. Acid Fluxes achievement here is unrepeatable, so he effectively gets handed an ‘you win’ card, and everyone else playing the same game gets a ‘**** you’ card. And to deal with these consequences, we end up artificially manipulating the top end of leaderboards, or else giving up on another game goal after months of effort, which is, you know, kind of a mbumive kick in the nuts. I just got spectacularly griefed by a badly designed game, and yes I share a big part in the blame for that, by playing the game in the first place. The lesson I therefore learn, is not to bother. |
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Posted On: 04/20/2009 11:43PM | View meeeeeeeeee's Profile | # |