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Make Patchers Headgear non-tradeable
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Systemic Anomaly

Joined: Aug 15, 2005
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I'm sure people will not like this suggestion, but for the sake of the game it should be done.

Items which require effort/time to get them should ALL be none-tradeable, it adds more value to them. I mean all the items we can do missions for are non-tradeable, so an item which takes time to farm like the headgear should be non-tradeable, so only those who put the actual effort in can wear them in the knowledge they worked for it.

The lesser items should be fine, but the headgear, the main item, needs to be none-tradeable.

The devs might like the idea of keeping it as it is and hoping for it to be a money sink to some, but anyone who has worked and put the time to get this item will agree that it should be left for those who do the work, just like the chapter rewards.

If its none-tradeable, it will make people who want it actually work to get it, rather than those simply making a killing from DM farming and/or those people we already know are buying info for their accounts.

I'm not asking this for all clothing, but this item specific and for any futher items which require a good amount of effort/time commitment.




Systemic Anomaly

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I've farmed a headgear (For myself), 3 x dana (To sell) and other things from the vendor to sell onto people and have no objections for them being tradeable.. you put the time into getting them, you make a lot of info back.  Fair deal!



Systemic Anomaly

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This point isn't about making info, it's about game content, not for the seller but for players as a whole.

This is already applied to a number of items that are non-tradeable for this reason, my suggestion is to add it to this particular item.

Wouldn't be much of a point if you could just buy everything that you could get in this game.




Systemic Anomaly

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Aquatium. wrote:

This point isn't about making info, it's about game content, not for the seller but for players as a whole.

This is already applied to a number of items that are non-tradeable for this reason, my suggestion is to add it to this particular item.

Wouldn't be much of a point if you could just buy everything that you could get in this game.


Mm, the only items that are non tradeable that you speak of are the archive rewards and they can be farmed for other people like the headgears currently.   If people spend the time and commitment to farm them like you say, then I think they should be allowed to do whatever they want with it.  Recycle it, Sell it, Send it to the Oracle even. :P



Femme Fatale

Joined: Mar 31, 2006
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For someone to sell a Headgear it first must be farmed so it isn't like the content is going undone.

I am in the middle of farming my 5th headgear (3 sold one went to a faction mate for free and the 5th is a prize at the party this saturday[/shamelessplug])

Its a weird circle, because of Datamine more people can affort to buy a Headgear, but because of Datamine no one is going to spend a solid day or two farming corrupteds for 200-300mil info which you could make a lot easier in Datamine.




Code Breaker

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Its a fine design line in truth.

Is someone's time more valuable when content requires them to grind for a specific item?

Or is it more valuable to grind for currency to purchase said item?

Personally in either case its Rarebits call however I personally feel in "most" cases the player's time commitment is the same. Both activities are a grind but having the item tradable/sellable gives the option for player's to decide whether their playstyle stands up to the grind of making money (however they do it) or ginding on the content path to get the item. In the end its about player investment vs what's achievable.




Systemic Anomaly

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9mmfu wrote:

Or is it more valuable to grind for currency to purchase said item?


Datamine has helped answer that question, easily.

I guess I'm taking my experience from other things into consideration here, where the best items, the ones people want have to be earned by the individual themselves, which is part of adding that content itself.

I won't hold by breath on this, I'm sure it's going to remain as it is, but if anything I hope it drives home the message about give the content more purpose, rather just just being able to buy the best items in the game.

Pandora box items are great... they can't be traded and are none-tradeable, for the look/stats I think the headgear is certainly a worthy enough item to fall under the same line.

As for the point about content being "done" either way, I personally rather see other players take on the content/challange, rather than someone who has a process worked out to farm such an item in the most efficient way.




Code Breaker

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Aquatium. wrote:
9mmfu wrote:

Or is it more valuable to grind for currency to purchase said item?


Datamine has helped answer that question, easily.

I guess I'm taking my experience from other things into consideration here, where the best items, the ones people want have to be earned by the individual themselves, which is part of adding that content itself.

I won't hold by breath on this, I'm sure it's going to remain as it is, but if anything I hope it drives home the message about give the content more purpose, rather just just being able to buy the best items in the game.

Pandora box items are great... they can't be traded and are none-tradeable, for the look/stats I think the headgear is certainly a worthy enough item to fall under the same line.

As for the point about content being "done" either way, I personally rather see other players take on the content/challange, rather than someone who has a process worked out to farm such an item in the most efficient way.

Well from a paticular design model similar to most fantasy games which use the "large/long content grind" = Good to Excellent reward this can be the intent of the game. But two things come out of it. First is the causual player is disenfranchised "usually" because said type of player can not devote the 4-6 hours to grind on content which leads to fustration and discontent "usually". The second is that once you build content this way the cycle of escalation in the "quest for the better character" gets more and more out of whack.

Take World of Warcraft as and example, their community took 3 years of grinding Molten Core, Black Wing Layer ect. When the expansion pack came out all this content is now touched by less than 1% of the users because green items in the expansion are better than the Epic items that can be achieved in these huge raid encounters. Not to say this content doesn't have other draw backs "but" it is an example.

Regardless of what you think of MxO the expectation for the game is a more casual sensibility about it.

And we recognize that just like the community we wish there was more to do. But those activities dont have to be linked to exclusivity where the rewards are concerned.


Message edited by 9mmfu on 03/14/2008 08:17:22.



Systemic Anomaly

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You see, Pandora quest line falls into the "grind" department for an item, no question.

Let's take the Seraphim shoes, as an example, you still are required to put in a certain amount of time to get them, doing the boxes incorrectly will lead to fustration. This content though can work great for a casual player, just like farming for the headgear. Certain amount of input time is required, but the beauty of it is, that this time can be divided into sections.

I don't think we can certainly compare MxO to other MMO's, as we certainly have a different way about doing things, but I do believe in the basic constants of all MMO's. While we have limited number of items which require time/effort, be it in big or small sessions, we should protect the validaty of the work involved in doing the actual content of getting the item, otherwise we might as well make pandora items tradeable.




Jacked Out

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I'm far away from a hardcore player and for me it would be impossible to get that item if it's untradeable.
I bought a headgear and sold a lot of other rare items to get enough money. It was the first time, that being a veteran and having old items made me get something a totally wanted.


Perceptive Mind

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If this is the case for Headgear, Overdrive and Quicksilver should be made un-tradeable, too.


Systemic Anomaly

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Weskie wrote:
If this is the case for Headgear, Overdrive and Quicksilver should be made un-tradeable, too.

Nah, you see those items are firstly, easier to farm, but most importantly, played coded.



Femme Fatale

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Aquatium. wrote:
Weskie wrote:
If this is the case for Headgear, Overdrive and Quicksilver should be made un-tradeable, too.

Nah, you see those items are firstly, easier to farm, but most importantly, played coded.

They are the hardest things to farm, 6 60s at the same time, a large group of N30 AG3NTs?  The Patchers Headgear is an easy farm, it is just a long an tedious one.



Systemic Anomaly

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Nah, your just doing it the hard way then.

When we want to farm an overdrive, we go for the lvl 100 Agent spawn, which has a 50% chance of giving it, and thats quiet easy with a team of 3/4. Time commitment, it's shorter.




Vindicator

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Well, I'll get this back on topic.  The Patcher's Headgear is the most difficult item in the game to get.  However, that is understandable as it was intended as team content.  The Patcher's Headgear was a status symbol for the few that put in the time and effort to earn it, but because of its trade-ability it has lost this value.  In reality this is not the problem, the problem is lack of $info sinks.  The Mxo economy constantly produces more $info and there is very little that sucks it up.

 
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