Quote:Original post by Cpt MothballsSo, really, you're giving players an option that betrays the original vision of the game in attempt to please everyone. |
Erm, what? Can you explain what you mean by the original vision of the game? I'm designing this game with the intent that each player plays only the parts which seem fun to them, so the ability to decide to not be a breeder and the ability of breeders to supply pets to non-breeders is part of my original vision for the game.
Quote:The next flaw I see is that by not allowing traded/bought monsters to breed, you're allowing breeders control of the marketplace. As their stock increases so does their potential income from materials. Meaning you're giving priority to what is an 'optional' exercise from the beginning. Because only breeders can make money.
Then there's the obvious opening for gold farmers to exploit the game by supplying battle ready pets to people who are that lazy.
So, just for a second, I think you really need to flesh out your design and just find what you want the game to be and stop worrying about anything else. |
Actually the design is already more fleshed out than this and there are several ways to make money other than breeding monsters. I started this thread specifically to look at the monster breeding part, but I'll describe the game in general a bit more. Breeding monsters is just a single crafting profession. Ideally monster breeding will be balanced in terms of money made over time with other crafting, PvM combat/questing, PvP combat, and other minigame play, which are the game's 4 other major activities. The idea is that each activity produces results useful to other activities, so a player can do any single activity and sell the results on the marketplace or if rewarded directly with money, use it to buy products from the marketplace. Or a player can split their time between multiple activities, using the results of one type to further another type.
So, in shape the game is like a starfish - the player begins at the center and can do any or all of 5 optional types of gameplay. Although each activity has unique rewards, these are redistributed by the marketplace and the five paths are economically equal such that no player is penalized for opting out of types of play they don't enjoy. That's the core vision of the game, to make pvm and pvp equal, and crafting and combat equal, so people aren't being pressured into types of play they aren't interested in to advance in the game, and all types of activity are available to beginning players, no grinding is required to unlock them.