Yeah. I think that if it needs to decay (which is fine, but I don't much see the point when its so tedious to raise, and takes so much time) it should decay awful slow.The speed of the decay bothers me some.
I am fine with it decaying, but make the decay rate slower, please.
Decay should stay as it is, but rewards should be calculated based on your AVERAGE reputation instead of what it is at the end of the event cycle.
So someone that has been Venerated for 30 days but dropped to Adored the last day should get 30x more rewards than someone that did nothing and just got Venerated on the day the rewards were given.
It doesn't bother me one little bit, not the merest hint of a soupcon of an iota of a jot.
I think they should tell us nothing and let us accrue what loyalty we may over the course of a full year. That might separate the immediate gratification junkies from those able & willing to savour anticipation.![]()
This.No, popps, I'm not referring to any other post.
Your time is important to you; this is something you've said before. Frankly, your time has no value to me whatsoever. None. Your time is only important to you and, perhaps to a rather lesser degree, to those with whom you may regularly interact in game.
It is enjoyable for me to simply play the game without knowing the outcome in advance. I loathe being able to plan for every eventuality. I want surprises - good ones and bad ones, too!! I love that my characters' choices may have very real consequences upon their futures - even permanent ones.
They definately should NOT. That way the virtuous players (those that selflessly gave away their time to assist these towns in times of need) will get what they deserve, based on the time and effort they faithfully invested. And the ones that chose to waste their oh-so-precious time pancakes and moaning on the forums about how many cookies they get from santa this year find the coal in their socks, as they should."If" they ever do this (i.e. base rewards on "average" loyalty over a time span), I think that they should absolutely announce it now, and not when things are close to the end and players cannot catch up any longer.
So, as I see it, either they do not calculate rewards on averages, or, if they will ever do it, players must know it now, when they can organize their participation to the Event accordingly.
It's a *** sandbox game!!! If you want cookies for every thing you do, if you want everything clear and transparant, and if you want to items, items and more items, go play WoW!
As I said in some other post, I am not against mistery and surprises, I am actually in favour of it unless it may work against players' enjoyment of the game. And in regards to positive loyalty decay, it is my opinion that it does work against many players' better enjoyment of the game, especially of those who may not have all that time handy to keep up with the maintainance of the loyalty decay.Let this event have some magic, surprises, and mystery! I want to be able to leap into the unknown and find out what happens afterwards.
And what players want is not always what's good for them, or for the game for that matter.Well, it is a business product that "happens" to be an online multiplayer game but still, it is a business product which, in order to prosper, needs to focus on what the majority of the customer base (which brings in the majority of the revenues for the upkeep of the game) may want........
Yes and players didn't like having their items decay either, so we had POFs introduced. Which is one of the reasons we're stuck with the rampant item-inflation today.This said, looking at the Poll numbers, so far it looks that an overall majority of players seems to be significantly annoyed by the positive loyalty decay.
That's exactly why it is fair to use averages or daily points based on your loyalty at the end of each day. You can have it decay whenever you want, but the system still remembers that you had it high at some point, and will reward you for your overall efforts, no matter if it has decayed a bit in between. It'd be very fair and friendly to the casual players, I'd say.Some even up to the point that they do not think it worth to spend their time on something which goes away when, for example, they cannot play for a few days for whatever real life reasons......
Unless someone can play frequently like every day, due to decay rate the upkeep of the Loyalty could really be a chore. I imagine that player who, for example, can only play once or twice a week, over the weekend. With the decay, their weekend in-game time would be spent for a significant part just for the upkeep of the Loyalty.
I am sorry, but I cannot be in agreement with such a thing because soon it would become a chore to the player to spend a good chunk of their weekly in game time just to keep up with Loyalty. Not to mention, if a player has been working up loyalty in different towns with different characters or, worse, also on multiple shards.
Can we imagine how much tedious would be to upkeep all of this loyalty decay ?
Do we really want to alienate more players away from the game ?
To my opinion, a succesfull game is one that thinks not only about those players who may have plenty of time to play it, but also about those players who have scarcer time to play it.
Unfortunately, loyalty decay makes the Event hardly playable for those players who do not have much time at their hands to catch up with the upkeep of it.
As I said in some other post, I am not against mistery and surprises, I am actually in favour of it unless it may work against players' enjoyment of the game. And in regards to positive loyalty decay, it is my opinion that it does work against many players' better enjoyment of the game, especially of those who may not have all that time handy to keep up with the maintainance of the loyalty decay.
Well, that is still a matter of opinions and different people may have different opinions on the same one thing.I have a quote for you.
That's exactly why it is fair to use averages or daily points based on your loyalty at the end of each day. You can have it decay whenever you want, but the system still remembers that you had it high at some point, and will reward you for your overall efforts, no matter if it has decayed a bit in between. It'd be very fair and friendly to the casual players, I'd say.
This is an issue that can be handled in a different way, IMHO, that would not hurt casual players. And if I do not recall wrongly, it has done before.And the decay works very well because it prevents players from just maxing it out once with 10 trillion alts for the rewards. I know that's exactly what you intend to do, popps, but trust me that it is a bad thing for the game. The game mechancs should be designed with this in mind and actively hinder such behavior.
Yes, and some people's opinions have a basis in facts and years of experience.Well, that is still a matter of opinions and different people may have different opinions on the same one thing.
You are aware that what I've been propogating is very much the core essence of Ultima Online, and I'm talking about the strengths of what makes UO UO, while you have been whining about a perfect information-based motivational system, as in one that is set-in-stone from the start in which you can use a calculator to maximize your profits. Which is a system that is all too common in other MMOs, but doesn't fit at all with the sandbox-nature of Ultima Online which has its essence based upon uncertainty, unpredictibility, dynamism, unforseen consequences and so on. No matter how hard all the whining has tried to stomp it out, it is still THAT what makes UO special.I doubt that there is a recipe that always works and for all games, indistinctively, since the variables between games are many, from average age of players (which may factor in for the amount of time they may spend in the game, for example...) and games also, are designed differently so what may work for one not necessarily might work for another.
So, I am very sceptical to talk of what works in other games to then think to apply to Ultima Online because I see Ultima Online as a game of its own and thus requiring a design of its own to face whatever issue or problem may surface.
Well, it is a business product that "happens" to be an online multiplayer game but still, it is a business product which, in order to prosper, needs to focus on what the majority of the customer base (which brings in the majority of the revenues for the upkeep of the game) may want........
This said, looking at the Poll numbers, so far it looks that an overall majority of players seems to be significantly annoyed by the positive loyalty decay.
Some even up to the point that they do not think it worth to spend their time on something which goes away when, for example, they cannot play for a few days for whatever real life reasons......
Unless someone can play frequently like every day, due to decay rate the upkeep of the Loyalty could really be a chore. I imagine that player who, for example, can only play once or twice a week, over the weekend. With the decay, their weekend in-game time would be spent for a significant part just for the upkeep of the Loyalty.
I am sorry, but I cannot be in agreement with such a thing because soon it would become a chore to the player to spend a good chunk of their weekly in game time just to keep up with Loyalty. Not to mention, if a player has been working up loyalty in different towns with different characters or, worse, also on multiple shards.
Can we imagine how much tedious would be to upkeep all of this loyalty decay ?
Do we really want to alienate more players away from the game ?
To my opinion, a succesfull game is one that thinks not only about those players who may have plenty of time to play it, but also about those players who have scarcer time to play it.
Unfortunately, loyalty decay makes the Event hardly playable for those players who do not have much time at their hands to catch up with the upkeep of it.
As I said in some other post, I am not against mistery and surprises, I am actually in favour of it unless it may work against players' enjoyment of the game. And in regards to positive loyalty decay, it is my opinion that it does work against many players' better enjoyment of the game, especially of those who may not have all that time handy to keep up with the maintainance of the loyalty decay.
Not sure where you are getting majority Popps when 18 people couldnt care less.
Shakkara I like you. Well said. The same people that complain about not knowing or having to work or having to pick sides or having to NOT get the big reward are also the ones that complain about the free gifts.This.
I think those that do nothing and wait for the rewards to be announced shouldn't get ANYTHING. As they're clearly selfish and not acting in accordance with the virtues, what is exactly what this game is about.
Or maybe they shouldn't give any items at all. Just a title, or something else that's not tangible, can't be traded, and sticks with your character. I hate how these events are only about the item loot to some, who then whine that the event doesn't afford perfect information which they require for their cost-benefit analysis; if (expected sell value of the items / hours invested) > regular income per hour, then the event is good, and if not, the event is bad, huh? I spit on your greed!
It's a *** sandbox game!!! If you want cookies for every thing you do, if you want everything clear and transparant, and if you want to items, items and more items, go play WoW!
Yes, the system could've been designed a bit better, but stop the whining about the imperfect information. Let this event have some magic, surprises, and mystery! I want to be able to leap into the unknown and find out what happens afterwards.
That and the decay is actually good, so people don't farm the event with their 20 characters only to sell the freaking items. Leave it at 5% per day or whatever it was. And I wish the devs would have the balls to say to the whiners what I just said above.
They definately should NOT. That way the virtuous players (those that selflessly gave away their time to assist these towns in times of need) will get what they deserve, based on the time and effort they faithfully invested. And the ones that chose to waste their oh-so-precious time pancakes and moaning on the forums about how many cookies they get from santa this year find the coal in their socks, as they should.
Tell me, how would it 'fair' that the virtuous players, who do spend lots of this oh-so-precious time helping these towns on a daily basis, get the same reward as people that only grind up their reputation the very last day?
Keep it mysterious as it is, reward the virtuous, and put the greedy ones and the whiners in their place. That's my message to the devs.
AND Popps a poll of 79 players isn't a majority. It isnt cause to have a riot or be an angry protestor.
Of the people whining on the forums, not of the people playing UO. Of which I suspect a large amount are someone's alts, seeing the balance between voters and posters in this tread (apparantly most of the voters don't care as much as to write an explanation why it bothers them so much).Well, considering that out of a total of 76 votes there is 30 that are immensely bothered (weight 10) and another 17 who are quite bothered (weights 6 to 9), there is a good 47 votes out of the 76 who I guess think that decay is a problem with them playing out the Event......
To me it is majority (about 62%)........
I suggest you read the title of this post.Then again your poll is very flawed. The options are extremely suggestive and it doesn't have an option "Make sure the decay works with averages, and not with a single snapshot at the end", which is why I voted a 6. Nor does it allow any kind of alternative proposal. It's either "I hate this, wahaaaa" in 10 different flavors or "I don't mind it" but offers no balanced options. And when I went for a middle option, you twist it out of context and claim that I want to get rid of decay alltogether.
I LOVE the decay, but I just want to make sure it's implemented the RIGHT way and that people that worked their butts off the whole event will get more recognition than those that just grind it up the last day to grab whatever reward.
So don't dare to base ANY kind of conclusion on a poll that's flawed from the start.
Good point. I think the poll shows you that people have thoughts and thats about it.Agreed, especially with all those folks that have 5-10 alt stratics accounts.. strangely enough those that admit to having them are also usually the complainers. 'magine that.![]()
I find this extremely interesting. My experiences are the reverse. When the char I have which first reached Adored status it reverted the next day, I raised it again and sure enough next day it had reverted. This suggests that for me the decay seems to be rather quicker than yours.Just FYI. I was ADORED on Thursday. I reached it that night and stopped when I got the title.
Was gone FRIDAY, SATURDAY and SUNDAY and Most of MONDAY.
Guess what.... I checked my status Monday night and I was still ADORED.
Go figure that decay rate is killing me.
Before you gripe... make sure there is a gripe and not a potential of what could possibly happen. ARGH.