SnowcaTT wrote: I've seen/read several FTP-design theories - almost all of them say every single resource you have should be available to all players, and it's not bad to have most/all of them available to purchase for those that want to advance faster. I think CP -should- be able to be purchased. And then I think it should be much more available to FTP as well - put it in DDQ again! Put it at T250 in PVP/PVE, and 2 at T100 in those! Make it so folks can get about five CP a day (instead of the 2.3ish you can get now, outside of top of events).
PeterGibbons316 wrote: Where MPQ gets FTP wrong is in the limited availability of resources. FTP done properly allows for the ability to grind resources to your hearts content. If you can play 24/7 should there should be a game mode that rewards all resource types throughout that 24/7 play window.
Eddiemon wrote: PeterGibbons316 wrote: Where MPQ gets FTP wrong is in the limited availability of resources. FTP done properly allows for the ability to grind resources to your hearts content. If you can play 24/7 should there should be a game mode that rewards all resource types throughout that 24/7 play window. Why? Just because that's how you want it? Having you playing 24/7 and not contributing money to the game doesn't benefit D3 in any way. It just uses up resources. Their target market isn't 'broke unemployed bum', it's people who have jobs and disposable income so penalising them is actually a very bad move. That's why you limit the amount of effort required to get all the rewards in a day and why they are looking at moving away from PvE based on playing every 8 hours at set times. Also if the people who win everything are the people with time to grind you drive away many of your paying customers, which would be another dumb model.
JVReal wrote: What bothers me most about this whole 5*, LT & CP issue is that when 5* came out, they said that they made them super powerful and immediately useable, and that they felt comfortable doing so because they could only be pulled by LT's which could only be earned by playing... No buying yourself a 5* and then added "at this time". Not very much time passed and you could buy the LT's for CP, but you had to earn CP, so you weren't technically going to be able to "buy" 5*. Then they gave bonus CP to cash purchases... uh oh, now you can buy CP which wouldn't be bad because you only get 7 CP for $100 so it would be outrageously priced to buy your way to a 5*... but what's that? Each member of your alliance get's 7 CP too? Enter Buyer's Groups. So now, for an hour or two of your time, you can join a buyer's group, and get 140 CP for $100... that's BUYING for CASH 5 pulls to get a 5*, and when they introduced 20 CP LT's, you could now get 7 pulls for $100 if you got into a buy group. In only a couple of months from releasing 5*'s which were touted as non-purchasable, super-powered rewards for effort, leveling the playing field between F2P and P2W, they went from an exclusively earned item to a predominantly purchased item widening the gap between F2P and P2W, a complete opposite to what was presented when 5* were released. Whether it was the plan along, or whether it was changed due to greed, who knows. Who cares? The fact is that the most overpowered cards again belong to the paying players (and some would say they should get them since they are paying for them, and who can argue with that?). The only consolation is that the 5* are still left to chance. The poorest 1* roster that collects enough CP can luck into a 5* the same as a Whale can. The only difference is that the whale can simply buy more chances at it.
Polares wrote: So, how can we cope in a game where those people are playing in god mode?
Polares wrote: JVReal wrote: What bothers me most about this whole 5*, LT & CP issue is that when 5* came out, they said that they made them super powerful and immediately useable, and that they felt comfortable doing so because they could only be pulled by LT's which could only be earned by playing... No buying yourself a 5* and then added "at this time". Not very much time passed and you could buy the LT's for CP, but you had to earn CP, so you weren't technically going to be able to "buy" 5*. Then they gave bonus CP to cash purchases... uh oh, now you can buy CP which wouldn't be bad because you only get 7 CP for $100 so it would be outrageously priced to buy your way to a 5*... but what's that? Each member of your alliance get's 7 CP too? Enter Buyer's Groups. So now, for an hour or two of your time, you can join a buyer's group, and get 140 CP for $100... that's BUYING for CASH 5 pulls to get a 5*, and when they introduced 20 CP LT's, you could now get 7 pulls for $100 if you got into a buy group. In only a couple of months from releasing 5*'s which were touted as non-purchasable, super-powered rewards for effort, leveling the playing field between F2P and P2W, they went from an exclusively earned item to a predominantly purchased item widening the gap between F2P and P2W, a complete opposite to what was presented when 5* were released. Whether it was the plan along, or whether it was changed due to greed, who knows. Who cares? The fact is that the most overpowered cards again belong to the paying players (and some would say they should get them since they are paying for them, and who can argue with that?). The only consolation is that the 5* are still left to chance. The poorest 1* roster that collects enough CP can luck into a 5* the same as a Whale can. The only difference is that the whale can simply buy more chances at it. I completely agree with this. The problem is that now it is too late to do anything, there is already a big group of people with max champed 5s !!!!! These people have already won 113 covers of a given 5 !!!! 113 !?!?!?!?!??!?!?!?!?! And devs said it was going to be very hard to get them! People should have NEVER been allowed to buy CPs, NEVER!!! 5s should have always been a price for your 'work' in the game. Now the game is already screwed and can not be fixed, if you nerf those 5s, there would be some very pissed people that have already invested in your game around 10.000 $ !!! Imagine contacting Apple or Google about that !!! This game would be out of the store in 0 time. So, how can we cope in a game where those people are playing in god mode?
downsouthman1 wrote: Polares wrote: So, how can we cope in a game where those people are playing in god mode? You just play on your level & do what you can.