Christophoses
AQW Tester & Lore Adept
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@Asuka quote:
I wouldn't say it weakens the experience. For me, my main go to class is always Dragon Lord. Its not really "rare" its there always. The power of other classes doesn't really effect me as much. DL was and always will be muh baby That's a very fair point. However, some people would like to be able to use a specific rare for a specific reason. Not being able to have access to those classes would mean that you can't achieve your "class dreams". Imagine if DragonLord went rare right before you joined the game and you really wanted to be able to use that class. That's how some people feel about classes like VoT, Chunin, etc. quote:
I mean isnt that essentially what the loyalty rewards are. Rewards for doing a specific saga/ac purchased/etc? I see no difference here Mainly. However, there are people who want to have the ability to access the OG items that they admire and never had a chance to obtain. Having the ability to access a rare shop or two would probably be one of the higher up rewards, like 8 years of membership, for example, if this feature were ever to be introduced. ---- @G Man quote:
As an owner of several rare classes; Yeah, let them come back, I could care less. What another player uses doesn't really affect me all that much. (Unless, you know, the group needs a healer, or if they're using particularly laggy items...) On the subject of rares in general: Yeah.... there's already far too many for my tastes. There's a high ratio of rares/exclusives (Seasonal/Perma rare, exclusive to other in-game items/merch) to content that is accessible to all players. Personally: The more people that get to enjoy an item/have fun/get to experience more, the better. AQW should be about being able to equip whatever you want if you have the funds to buy the items or the time to farm them. ---- @Ninjaty quote:
With that mentality, we may as well just make all items in the game free, both in terms of effort and money, so that all players can enjoy everything equally. All member only items have their member tags removed; all end game farming items become 0 gold items in Yulgar's shop, etc. The fastest way to lose your playerbase, is to screw over the players, especially when money or significant effort is involved. Besides, making sales based on deceptive advertisement (such as claiming a certain item can never be obtained again, which real money is involved in obtaining) is not just shady business, but is downright illegal, regardless of what your agreements say. If AE wanted to merely sell us lies, then by all means let them go ahead. But if they truly care about their players and their own integrity as a good company, then just bringing back all rares like that will never be an option. The ToS/T&C are there to protect them from theft and in case of something accidentally happening to their data, as well as to reserve the right to punish those that break the rules; they are not there to casually screw over thousands upon thousands of players, just for the heck of it. How did you go to this extreme? We're not saying that everything should be free and that certain players should be punished. People would still have to buy the rares is they made a return. This is simply about giving players the opportunity to obtain what they want through legitimate means. quote:
And I agree completely with the notion that more items for everyone equals a generally happier environment. But your post did imply an opinion towards making rares available to be a good thing, which I then argued it is not, unless the same concept of availability be applied evenly to other player groups as well. Deliberately taking away one of the major factors for one group's continued spending money on and playing the game, for the sake of giving this factor to the other groups, could just as easily be applied to all the groups, and in fact should for a fair environment. Why should one group have to specifically suffer for the betterment of the rest of the community, when instead all groups could suffer equally, to lessen the effect and amplify the rewards? Since you proposed that rares could have their very reason for being taken away, just so more people could enjoy them, is the same I applied to member content and farming content. By taking away their reasons for being (their criteria for being obtained and the circumstances under which they can be obtained), more items have been given to the masses, but at the expense of the player groups those very items were intended for in the first place. For instance, items like BLoD and VHL were created specifcally to give players something to work for, and to reward the players who does so. If we take away the farming, the items have become more widely accessible, yes, but at the cost of losing their very reason for being, and at the expense of the very people such items are intended for; namely the farming part of the community. At the end of the day, I feel it would be better not to step over any specific groups, and instead just try to even out the content distribution with new releases; that way, everyone can be happy, nobody loses. The elitist mentality is the worst type of mentality. It causes unnecessary conflict. Certain players aren't "suffering" because other people will have access to a very small portion of these elitist items. Significantly more people would profit from this decision than those who will "suffer". In regards to your argument about Legend tags, we're only talking about having accessibility to items. Legend items are still accessible to those who are willing to purchase a membership. The problem with Rare items is that there's an insurmountable barrier that you can't pass. ---- @Alina quote:
We have been releasing too many rares the last few years, and I want to dial that back. Rare items have a definite place in our game, but we should not be making items rare just to do so. If an item goes rare, it should be for a good reason -- because it is a signifier that you were at a place (or point/event) in the game, and want a souvenir of that. Like you said, Rares definitely have a place in the game. However, there are certain items that are labeled Rare that shouldn't be. Quibble's 19th shop is a prime example. That shop is full of iconic items from other AE games, most of which are currently accessible. All those items being rare means that people who play the other games can't get the iconic items they love because they weren't playing AQW at a specific time. It would be different if these items were never part of AQW or are rare in MQ, DF and AQ, but that isn't the case. The experience offered from that shop extends beyond AQW. ---- @Aura Knight quote:
There's been disappointment with some of the Quibble shops as quite a few players think the quality of the items sold aren't worth the AC's we're expected to pay for them. I don't know how pricing is decided but even I question that at times. If the game is struggling for money, isn't it easier to ask the players for help instead of making AC rares each week and hoping purchases are made? AC inflation has definitely been a thing in the past couple of years. Bills have to get paid, though, so there isn't much that can be done about that. ---- @Tyroniter quote:
If I may just give my small bit of input in this. I know rare classes have been discussed a bit before, and while I do agree a bit with both sides on that topic, one thing that I wanna talk about is Birthday Classes. Like, I understand the reason behind them being annual and going rare and all, but shouldn't they be kept in game as a token or something to AQW's history? I mean I don't quite know how to say it, but I just feel that the new players should also be able to take part in the birthday events of the past, and if not the rare items, atleast be able to farm the classes. Not just new players, I'm sure even old players who missed out on the classes because of inactivity would want a chance to obtain them too. And while I understand that this is true for almost all rare classes, the reason that I mentioned Birthday Classes specifically is because it's become a sort of traditional thing, and something which quite a lot of players look forward to, and something that I feel a lot of players should be given a chance to look back upon too. You make a very good point. It makes newcomers -- who are a very important part of the game -- feel like they can't experience the histroy of AQW ---- @ShadowMoon quote:
there plenty of rare classes attached to hero mart items whose rarity won't ever be touched due to heromarts ToS. Here's the thing, HeroMart items never actually go rare. If you have a code you can still redeem it and obtain the items. I bought the 2012 AE calendar about 3 years after the items had gone "rare" and i was still able to obtain everything upon entering the code. ---- @Aura Knight quote:
Are there really players that think they should only use rare classes and anything else must be avoided? This sounds like it would lead to horrible experiences in game as they're missing out on other permanent classes. Not only that, but most rare classes are no longer part of the meta. That doesn't mean players shouldn't be able to use what they want, though. ---- @aaronarco A throwback shop is a brilliant idea. Bringing back 100 random Rare items a month for players to purchase at an increased price would benefit both AE and the player base. ---- Personally, I feel that any and all items that are currently rare discourage new players to join the game. If someone knows about 20 items, for example, that they really want why would they start playing if they know that it will be impossible for them to obtain any of those items?
< Message edited by Christophisis -- 4/19/2017 18:10:22 >
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