I just read something on the net about the Allods cash shop debacle. Buying something ingame for 7000 dollars (which could almost buy you a small Romanian made car in my country) doesnt really register as a micro transaction in my book. What happened here? Is it a deliberate attempt to derail the launch of the game (for reasons obviously obscure to the outsider), a perception of NA/EU gamers which doesnt compute at all (we all swim in cash here), or just a clumsy attempt to skim the market?
The Allods shop was only open for a short time, and has been closed all weekend. Thus I'd reserve judgement over the prices until the shop is open with the final prices. I'm still not sure the first version wasn't just programming mistake.
Hey I just read the new patch notes and I am half happy and half upset.
Lets talk about the upset part...Tailoring CD removed, and 15 min Kick Out CD removed from Random. Tailoring is already a dead profession and I see no future with my alt getting badges through random. GearScore finally wiped us all!
I would like to ask about PVP in MMOs. You've often said that you simply don't care for PVP, and sometimes referred to that as a purely personal, and therefore unassailable, opinion. I think it would be a valuable discussion to try to understand why some people do or don't like PVP. It's something I've been thinking about lately.
What personality types or game design decisions are needed for PVP to work? Do you believe that the personality types drawn to PVP are necessarily negative? What's made a game like EVE stand the test of time relative to the other sandbox PVP offerings?
I think trying to understand the differences between PVP and PVE game design and community better would also lend more weight to future reviews that reference your dislike for PVP.
Maybe they are not willing to admit it was a programming error. Supposedly the patch will also force people to use perfumes for end game content. This is turning into quite the horror story and giving the anti-RMT crowd a lot of ammunition.
I would like to see you post about what MMOs could learn from single player games. Specifically, single player RPGs. With the recent release of Mass Effect 2 and Dragon Age Origins I really feel like MMOs have too much grind and not enough story.
But, that is just my opinion.
What do you think MMO game devs could learn from single player games?
What are your thoughts on all the info that we've been flooded with for the next WoW patch. A New raids, changes to profession, classes being tweaked, a big change to the BG system, big auction house/economy changes, and, my personal favorite, confirmation that Blizzard are least looking into extending dungeon finder to 10 man raids.
I have a suggestion for a topic. I would be very interested in seeing something about the various currency systems in games. In WoW, this would include badges of frost/triumph/etc, honor, arena points, and gold. Some of these are easier to exchange for other things (loot, other currencies, etc). Do the differences in the different currencies reflect the differences between the parts of the game that each serves? In other words, why not make everything gold-based?
Have you noticed recently the influx of the term 'no lifer'? Generally it's of a derogatory nature meaning you're a raider with so much time on your hands and that's why you have better gear. No lifer, has no job, lives in mom's basement - raider.
Well, obviously those aren't labels folks want to have nor, probably, would it be a label that Blizzard would want folks to have that have experienced their fabled 25 man instances and current end game dungeons.
Do you think Blizzard will come up with a different strategy to combat this 'no lifer' theme that's going on today? Perhaps making changes to allow the masses vs the 'no lifers' access and participation to their 25 man raids and latest and greatest dungeons.