GGGs reasoning on not making a SFL?
I forgot to mention one of the biggest reasons apart from money, in my opinion, why SFL will prolly never happen and that is that SFL would reveal absolutely all the flaws the game has even to the white knights. Most people that use their eyes and brain see them now, but SFL would devastate even fanboys if they would participate.
Last edited by BoondockSaint#2040 on Apr 29, 2014, 5:56:01 PM
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" I can tell you right now their plans about SFL. When more people quit and money stops pouring, they will make custom SFL. They will take peoples money and gradually nerf stuff, from orb drops, item drops, map drops, gate more unique items. They will not allow people to make their rules, instead they will force people quit SFL and go back to their leagues with RMT involved. And they will say "fuck it people, we told you it wont work" |
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" so this way SFLer will shut up and GGG can earn some extra $. isn't it a good trade? |
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" Thats even more tinfoil than the "GGG controls RMT" theory D: Dear GGG, please make Mac version
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There would be no reason for me to play in a SFL without better droprates. Significantly better, actually.
A SFL without better drops is what every other league offers. I don't care about a ladder. I don't care about a checkbox/designation. I care about having fun in the game. |
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There is one league I would prefer, one that would almost certainly have to be SF.
I'd want to play a league with increased currency drop rates, rather than loot drop rates. So, you know, people would actually craft with stuff like exalted rather than using it purely as currency. This would cause inflation in most leagues, but would be a great way to promote a SFL as a way to find and craft your own gear. About the only way I can see this ever coming to pass, anyway. Maybe I'm crazy for enjoying the crafting process. |
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"Right now, players don't use them purely as currency. Exalts get consumed. The thing is, they mostly get consumed on Exalt-worthy items... which themselves drop just about as rarely as Exalts. Generally speaking, in a trading environment, the Exalt and the Exalt-worthy item do not drop for the same player. Removing trading doesn't change the standard for which items are Exalt-worthy. If players cannot trade the Exalt away, they will simply hoard them instead, until they get an item which is worthy. A lack of trading does not spur poor resource management; if anything, it encourages a tightening of the belt. Increasing orb drop rates would not drastically change the standards for an Exalt-worthy items. If you doubled the Exalt drop rate and left other drop rates alone, about twice as many items would qualify as Exalt-worthy... which is still a very, very small percentage of items total. If all drop rates were doubled, the standard for Exalt-worthy wouldn't change at all; it has to do with a ratio of worthy items dropped to Exalts, so if you don't change the ratio, you don't change the standard. You'd still be hoarding them, hard, until you found something worthy for it. Increase the Exalt drop rate too much, and you stop having any effect on what gear becomes Exalt-worthy at all... because suddenly some maps become Exalt-worthy. As soon as this happens, you really can't make any ground with items; Exalts would start to be used as a mapping currency for 78 maps. Similar problems would exist for every currency, not just Exalts. The systems SFL players imagine improving What would it take? In all seriousness, probably a complete overhaul to how currency are designed. It sucks, but there just isn't an easy solution to the problem. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Apr 29, 2014, 7:37:04 PM
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" I don't agree with this idea and agree with Scrotie. It's way to abusable to claim being solo self found.One can make many characters some self found and some not ... the player is not checked marked but the characters are,ergo the character is solo self found,not the player. I do believe that self found is by character basis and that a true solo self found character is a self sustaining entity from the get go. With this in mind,muling gems is not self found to that character and the gems will need to be found as the character is played,relying on drops/crafting for needs/wants. There is zero muling required if one wants a character to be solo and self found.You pick your skills from what's available from rewards and make do with what you find (self found). That some builds might require gems/gear unavailable by the game bar lucky drops to make said build is a game design decision that facilitates trading. Solo self found players will just have to live with the idea that they very well might never see their build come to fruition and realize that a true solo self found build is not built around a predesigned build of what the character *might find* or *muled*,but what the game actually offers by way of in game play. Doesn't matter if it's fun or not or even if it's fair,what does matter is that the game says these are the rules and those gems are unavailable unless you find/buy them.That is a con of being a solo and self found character. And that's just my opinion. =) Last edited by Temper#7820 on Apr 29, 2014, 7:40:07 PM
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" I see you claim facts,I see you write *in fact* a lot,I also see you mention GGG knowing about these facts,yet I'm still to see any actual fact supplied by either you or triple GGG. The only person to even produce anything substantial and factual against a self found league with increased drops has been Scrotie,with a secret drop rate increase that GGG did some time ago that mostly is still null and void to this discussion as it wasn't a controlled test on the target audience and just thrown in to the live trade enabled leagues. =) Last edited by Temper#7820 on Apr 29, 2014, 8:43:35 PM
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" Wow really ? Or just having a giggle ? |
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