Yes, because I’ve been talking about balancing ingame content vs. ingame content
So do I in this example. People can grind for example x hour to get the money needed to buy some item.
So then theoretically (while I think in practice this is near to impossible) you could say, that is equal to difficulty-level y. So that challenging content rewards that item because you can also buy that item for lets say 100 gold what required x hour of brainless grind.
The challenging content and the brainless grind are both ingame content.
May I then remind you that those items are already available in game.. Currently you can get them by doing a lot of very easy content.. You grind gold and buy them.
But you don’t. You grind gold, and you buy them from another player, and HE paid cash money for them. At some point, someone paid cash for it or it would not have entered into the game’s economy. The only way to get some BLTC loot into the game without anyone paying any money is through “key farming,” but this activity can’t account for most of the volume of BTLC items on the market, and if it were cutting seriously into their key profits then you can bet they would just disable the free keys entirely, or push them even higher up the leveling chain until people no longer found the effort worth it.
And that’s my point, if you want those items to drop as loot in some fashion into the game world, then you need to figure out a way that doing so causes some player to have to pay money for that to happen. Like I said, perhaps this could come in the form of having to pay cash to buy “dungeon tickets” and only if you use one of these tickets to run the content could you win a gem store prize for completing it, but personally I would find such a system abominable.
If it makes you feel better, I have been talking from the start about the gold loot from all content being better balanced, so if you feel that the best way to earn gold today is by doing “loot trains” and don’t like that, then running “hardcore content” after this change should make you the same or more money, so it would be an equally viable way to save up gold to buy these items on the TP.
“But you don’t. You grind gold, and you buy them from another player, and HE paid cash money for them. At some point, someone paid cash for it or it would not have entered into the game’s economy.”
This is getting bid weird. You do play the game right? It’s not like you never really played it and now came back for HoT or anything?
It does not have to be on the marked, you can simply buy it for gold (after converting it). In the conversion they do take money spend vs spend gold into consideration, but you could keep doing that, counting every rewarded item as spend gold.
So the premise you base your statement on here is false.
“Like I said, perhaps this could come in the form of having to pay cash to buy “dungeon tickets” and only if you use one of these tickets to run the content could you win a gem store prize for completing it"
In a way, that is what the B2P model is, only you don’t buy the tickets, you buy the expansion that contains the dungeon (including the rewards) and you buy new content on a more regular basis. (instead of cash-shop games where many expansions are free, cheap (when compared to B2P) or / and have big gaps between them, usually releasing a lot of free content in-between.. pretty much what we have seen with GW2 over the last 3 years).
“If it makes you feel better, I have been talking from the start about the gold loot from all content being better balanced”
Let me be clear.. we where just talking about an example here why something would, or would not be possible. Grinding for gold or being able to get all those items in many multiple ways is still not my preferred solution because of the many reasons talked about here by many people. Preferably you would still be locking nearly all and best items behind specific content and have lets say 50% be tradable but 50% not and have most items also be themed around the content that rewards them. Where there could be the option to have different (upgraded) versions of the weapon for different difficulties.
I don’t know how people would feel about this… well, I know how the OP will react, but not sure about everyone else. What if skins had different versions — like Cara and Lumi. The base version could be gained through a variety of means, the enhanced version via specialized content.
I know, I know, it’s a compromise and those sometimes please no one, but maybe some would prefer this.
Well upgrades version with small differences is something I also suggested. I think it’s fair, but some people will still be against it because they still find left out. In the end you can’t please anybody so the question becomes what is best for the game, and obviously both sides think their approach is best for the game.
The side who wants everything available for everybody has had their way for the last 3 years and the game has been successful during the time but at the same time it had big problems really holding players, there have been many complains about the reward-system and there is a lot of grind going on. So maybe it’s now time to try the other approach. I am convinced that is indeed the best solution.
(edited by Devata.6589)