Posts by RedEastWood

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      square people who grind the anarchy will have many lives and are able therefore to do more pvp with those that don’t grind, therefore creating a large power dynamic between the people who join and the people who are active

    I agree, which is why I also suggested increasing the price of lives per purchase. Now this can be as extreme as we can agree on, I don’t mind. I was thinking of doubling the price of lives per purchase; so getting one life will be difficult, but getting two or more lives will be incredibly difficult.

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      square this of course could already happen with people with lots of gear but i think it would be more often as they don’t have the threat of dying

    I think I wasn’t too clear on how frequently/easily people can get lives. I was sort of thinking of a week or two of gameplay to be able to afford one life, and possibly months to be able to afford two or more.


    I do agree with your concern though, but I do think this is better than just dying and being banned because it gives players something to work towards.

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    @' 5 ' i object to the shop idea. that creates an official currency, a central economy (on an anarchy server?? with dupes??), acts as extra inventory space when people price stuff impossibly high, isn’t in the spirit of anarchy, and makes the game easier.

    I don’t think you understood me at all really. Player’s won’t be able to sell to each other, only to the server. They cannot choose the prices, the server sets the prices. There aren’t even ‘prices’ per say, because players will only be able to sell one time of item per day - and this item changes every day.

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    @' 5 ' i also don’t like the idea of “lives” since that’s what totems are for. once a totem and a dupe exploit exist at the same point in time, both totems and “lives” will lose all their value. and before you say dupe exploits don’t exist in 1.18.2.. yes they do, you just aren’t in on them.

    If there is a way to disable totems, then everything you have said here will be redundant.


    The whole “selling items” idea is simply a placeholder for getting players to perform tasks to keep them on the server, and it rewards them with an extra life/lives. It can be replaced by randomised daily objectives that, when completed, give you a life; but this would be too easy.

    Install a simple shop plugin, specifically one that lets you sell items. You would need to install Vault for this too. Make it so that you can sell specific items, change these items daily so players have a goal to drive towards.


    Sell “Lives” for $10,000 each - players will need to sell a lot of items to be able to pay for this, but when they do they will be able to die once and be revived.


    Increase the price of “Lives” per purchase.


    If you are unable to buy a “Life” before you die, you will remain banned without chance of appeal.


    This will shift the nature of the beginnings of a player’s journey to making enough money to buy a life - we will see an increase in player retention (you’re welcome Tizz). After a player has a “Life”, they will probably then focus on doing more traditional anarchy activities.


    I have a very similar setup on my server, except we use “Gravestones” that allow players to keep their inventory on death if you purchase a “Gravestone”. It keeps players engaged.

    @'wxtermelon' How do you manage to get 1,000 notifications in two weeks? I’ve looked at recent posts/threads that mention you and they aren’t even doing 50 of them. I don’t understand 😭


    Edit - oh wait u can just “follow” threads and then you get a notification any time anyone posts on those threads.

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      erin FIFA 20, the next year, noticeably changed that. It tried to balance out the overpowered mechanics from the year before by nerfing volleys and headers, as well as the impact of the composure attribute. But it did it too well, to the point where using a tall striker with good heading was actually a disadvantage over shorter options. Now, agility and balance would be two extremely important factors to a players ability, more than the year before, as well as the 5 star weak foot (out of 5) attribute being crucial for any player wanting to score goals. This meant the likes of Wissam Ben Yedder was an extremely popular option up front, despite the likes of Luis Suarez and Robert Lewandowski both looking like “better” options on paper and according to the previous year.

    Your example of changing a player’s stats and nerfing an overpowered mechanic could have been solved with an update, instead of a new game costing £54.99.


    Do you genuinely believe that changing the header mechanics really justifies paying for an entirely new title?

    @'wxtermelon' Yes, but you see why people complain any time a new FIFA is released? It is exactly the same game with the slightest tweaks, charged at £54.99.

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      erin to give a different experience every year. I could go into more detail but nobody cares.

    I disagree and I would care. The entire concept of a different experience is incredibly difficult in sports games as the game is entirely dependant on providing the same experience.