But you can absolutely discourage it. I mean sure it might be "bad business" but if it's for the health of the game, and makes a feature of the game work as intended, then the ethical choice would be to do it. Ethical as in being responsible to the needs of your playerbase. I mean you could make the same argument with making the game "pay to win". Making all the best gear tied to cash shops would be "good for business".
Maybe I didn't make myself clear. I wasn't saying it was bad for business because we can use the subscriptions, I was pointing out that spending resources to prevent people from using alts is a waste. It's an impossible mission.
Ahh gotcha. Making it difficult to trade items from blue alts to reds would do the trick though. I mean, that's the entire point of having an alt really anyways.
Hmm, yeah. I can't think of a way to do that without changing banking though. We don't want local. Regional wouldn't fix it. Separating NPC cities from the rest is about the only thing I can think of.
Yeah that's what I was thinking. Having 'blue banks' separate from 'red banks' work basically. All player cities would have to be considered as 'red' banks though.
One red in clan = all clan members are red. Do that, and you just eliminated 90% of the bank-related value of having an alt, and also added a huge incentive for people to stay blue at the same time.
Wilderness banks would need to be identified as red (no tower), blue (NPC tower). Interesting idea I'd have to think on it but it could work.
Maybe... Effective Alignment = Your Alignment * 0.6 + (Average Clan Blue Alignment * 0.25 - Average Red Alignment * 0.75) * 0.4 If your actual alignment is lower than your effective alignment, then your actual alignment applies. This formula weighs your own Alignment the highest (60%), but weights red players heavier than blue players when determining if a player is unable to enter an NPC city. You pretty much need 4x the number of alignment points on the blue side of the equation to offset the red side. That way, if we had a clan of 10 people with alignments of: 1000 500 200 100 20 0 -50 -200 -500 -1000 Average Blue Alignment = 303.33 Average Red Alignment = -437.5 So each of these players would have an effective alignment of: 448.625 148.625 -31.375 -91.375 -139.375 -151.375 -181.375 -271.375 -451.375 -751.375 So despite most of the clan being blue, the 4 red players in the clan stop all but the two highest alignment people in the clan from entering an NPC city. Seeing as most alts will have their starting alignment (most people don't take the time to go farm up alignment on their alts), this would exclude most alts from entering NPC towns. It would still allow clans to have a handful of reds without penalty, just not a heap.
You can look for ways to make blue trade alts more inconvenient, but never impossible. Seems like a waste of time.
I agree this is an alright idea however you need to provide some means of transporting goods between red and blue banks, something like... I dunno, a cart, or a wagon? --- Post updated --- Anything that reduces the current ability to use a trade alt is a positive move.
Already there, make Clan alt guest of house, port to house hand over goods, red ports back to Clan City, alt recalls to Sanguine. Wait on subway system, use that to get goods from blue to red. Save runestone until it is worth 5k to use, port alt to clan city, handover to red, give new runestone, alt recall's back.. Do what we would do in MO where local banking and no fast travel creates an issue, run Red to Sang area, handover from blue alt, ride away.
alignment is garbage, shouldn't even be a thing since cap recall is so valuable. or you should start out at 1000 alignment and if you kill a blue you lose 10 alignment. that way when you actually see a red, you can stop and think how much of a badass he is
Alignment could be fixed if we started from scratch with the world map but the current layout isn't good for "zones" unfortunately. Ideally you'd have a "safe zone" which led to a "blue area" which led to the rest of the world (lawless) but that doesn't work with the "X" world we have now.
Some ideas that I saw in a thread a while ago that would help the tediousness was: - remove harvesting tools - skinning materials drop on mob death - loot all function for mobs - salvage junk for more golds, or perhaps some materials (like DFUW did) Stuff that I personally think should be out of the game: - all surges, just give half the surge bump and leave it maxed (goes for passives as well) - shields/buff others - at least shields for sure, give us half the resist and call it a day
I saw someone defend skinning by saying it adds extra vulnerability ...... why should someone who has just used stats up killing a mob be made even more vulnerable to the guy standing in the bush waiting to jump him, how punishing should PVE be! If that was true, may as well make skinning only work while sitting down :-0
Skinning should not be removed from the game. Harvesting tools should not be removed from the game. I mean damn how easy do you guys want this to be? Maybe some of you guys should try Hello Kitty Online Adventures.
Take a look around you in game out in the world. Its empty 99% of the time. Think really hard what is, and what could be. Now if the was didn't work, why not try to change it to what could be?
Not having to do skinning or use harvesting tools is what will save this game. No one really cares about that. We need content we need something that is fun to do while keeping to the darkfall theme. I mean what's next a soccer field in the game with a giant ball and people using be gone to push the ball around?