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By N2H
Dobrodošli na Raph Koster osobna web stranica: MMOs, igre, pisanje, umjetnost, glazba, knjiga.

‘Flation 'Flation

January 17th, 2007 17. sječnja 2007

With the launch of Burning Crusade , people are already commenting on how much the value of older items has dropped. Uz pokretanje spaljivanje križarski rat, ljudi su već komentirajući koliko je vrijednost od stare odbačene stvari ima. I’ve seen folks who are new to the whole expansion thing wondering about past games, and whether the same was true, and how much the buying power of past currencies fell in the wake of expansions. Sam vidio ljudi koji su novi u cijeloj ekspanzija stvar razmišljajući o prošlosti igara, i da li je ista istina, i koliko je nabavna moć prošlosti valute pala je u uoči proširenja. They even asked for links to studies. Čak su pitali za linkove na studije.

No links, but this is a well-studied and understood phenomenon called mudflation in the biz, and which partakes of characteristics of real-world inflation as well as some unqie game-only characteristics. Nema veze, ali to je dobro studirao i razumjeti fenomen zvan mudflation u biz, i koji partakes od obilježja u stvarnom svijetu inflacije, kao i neke unqie igra samo karakteristike. Every level-based game hits it when they raise the level cap (actually, they hit it continuously, but boosts to the level cap make it worse). Svaka razina-based igru pogocima to kad podizati razinu kapa (zapravo, oni slagati se kontinuirano, ali podiže na razinu kapa čine ga lošije). In WoW’s case, it’ll be ameliorated to some degree by the incredibly heavy use of binding items. U WOW slučaju, to će biti ameliorated na neki stupanj po nevjerojatno teška korištenja obvezujuća stavke. Typical symptoms you can certainly expect: Tipični simptomi sigurno možete očekivati:

  • An overall rise in the “power” of users of a given level, as measured before-and-after on the expansion, generally because of increased access to abilities or items. Ukupan porast u "moć" od korisnika određenoj razini, kao mjeren prije i poslije na ekspanziju, uglavnom zbog povećanog pristupa sposobnosti ili stavke.
  • Increased success manifested via mobs that used to take groups being soloed, and so on. Povećana uspjeh očituje putem mobs da se koristi da se grupa se soloed, i tako dalje.
  • Time to level to continue to decrease, and perhaps accelerate (it has almost certainly been decreasing anyway because of repeat play across intro levels, plus just overall increased competence and knowledge among the players). Vrijeme na razini nastaviti smanjivati, a možda i ubrzati (to je gotovo sigurno bio smanjuje ionako zbog ponoviti igrati preko uvod razinama, uz samo ukupnu povećana kompetencija i znanja među igračima).
  • Comments like “the game doesn’t start til level ‘x’” increasing, with X moving up — one form of “hollow world syndrome.” Komentari kao "igra se ne pokrene do razine 'x'" povećanje, s X sele se - jedan oblik "šuplje svijetu sindroma".
  • A decreased worth of currency, expressed in terms of buying power overall (though the cost of many formerly desirable items will fall precipitously). A smanjila vrijednost valute izražene u smislu kupovine moci ukupnom (iako su cijene mnogih bivši poželjno stavke će pasti precipitously).
  • Decreased worth of formerly high-end items, particularly within “bands” of content where hand-me-downs are practical. Smanjen vrijedi bivši high-end predmeta, osobito u okviru "bendova" sadržaja u kojem polovne stvari su praktični.
  • “Hollow world” syndrome, where formerly populated zones become less so, as the bulk of the users shift locales to fit the new mean level. "Hollow svijet" sindrom, gdje je nekada naseljeno zone postalo manje tako, kao skupno od korisnika pomak locales da stane na novu razinu znači.

The classic means of controlling mudflation are Na klasičan način za kontroliranje mudflation su

  • reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. smanjenje u iznosu vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše.
  • Refusing to up the level limit, and instead introducing orthogonal advancement paths. Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru.
  • Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. Obuzet pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW.
  • Never introducing higher DPS mechanisms; in other words, the levels become cosmetic, because the actual power of players does not increase. Nikad veća DPS uvođenje mehanizama, drugim riječima, razina postati kozmetički, jer je stvarna vlast od igrača ne povećava. This is how the systems with “infinite levels” tend to work — they asymptotically approach zero player power growth. To je način na sustavima s "beskonačnim razinama" da rade inklinirati - oni asymptotically pristup nula igrač moć rasta.
  • Shifting player attention from power gains to cosmetic gains (eg, instead of a new badass sword, gain the ability to redesign your sword and personalize it). Pokretan igrač pozornost s vlasti dobici na kozmetički dobitke (npr., umjesto novog badass mač, dobiti mogućnost redizajniranja svoj mač i prilagoditi ga).
  • Radically altered elder games (politics, economics, PvP, etc). Radikalno mijenja stariji igre (politike, ekonomije, PvP, itd.). This runs the risk of alienating players who liked the game they were already playing. To traje opasnost od alienating igrača koji je volio igre su se već sviranja.
  • Remort systems and other such mechanisms to encourage repeat play of lower levels. Remort sustava i drugih takvih mehanizama za poticanje ponoviti igrati u nižim razinama.
  • Restrictions on trade, such as soulbinding items, so they cannot be handed down and thus increase the ’standard of living” for all users. Ograničenjima u trgovini, kao što su soulbinding predmeta, tako da ne mogu biti pošten prema dolje i time povećati "standard" za sve korisnike.
  • Level limits on equipment use, so that you are forced to abandon equipment (which in a soulbinding game, effectively means item deletion). Razina ograničenja na uporabu opreme, tako da ste prisiljeni da napuste oprema (koji u soulbinding igra, zapravo znači brisanje stavke).

Fundamentally, though, it’s endemic because it’s implicit in the core assumptions a level-and-hp-increase based system with infinite inflows. Osnovi, iako je endemske, jer je implicitan u osnovne pretpostavke nivo-i-ks-povećanje temelji sustav s beskonačnim prilivi.

*

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  1. Bloggers | The Cesspit. wrote on Blogeri | U Septička jama. Pisao January

    [...] Bloggers January 18, 2007 06:34 Dynamic spawn system Once upon a time in a classic MMORPG there was a camp of 10 foozles. [...] Blogeri siječanj 18 2007 06:34 Dinamički sustav razmnožavati u davna vremena u klasični MMORPG došlo je do 10 kamp foozles. And as there was a quest to hunt them for foozle pelts, often players came to that camp and started killing them. I kao što bijaše potraga za lov ih tratiti vrijeme pelts, često igrači došli u kamp i da ih počeli ubijanjem. Using a classic… Source: Tobold Categories: Bloggers 01:00 Ack, no more Harmonix Guitar Hero games? Korištenje klasičnih ... Izvor: Tobold Kategorije: Blogeri 01:00 ack, ne više Harmonix Guitar Hero igre? The headline says it all: GameDaily BIZ: Breaking: Guitar Hero Development Goes to Neversoft. Naslov govori sve: GameDaily BIZ: kr: Guitar Hero Razvoj ide na Neversoft. I suppose this might be a side effect of Harmonix getting acquired by MTV while Red Octane got bought by Activision. Mislim da to može biti nuspojava od Harmonix dobivanje preuzeo MTV dok Crvena oktanski dobio kupiti Activision. And Neversoft is a talented shop. I Neversoft je shop talentovan. But either way, it’s still dismaying… Source: Raph's Koster Website Categories: Bloggers 00:32 ‘Flation With the launch of Burning Crusade, people are already commenting on how much the value of older items has dropped. Ali, ni način, to je još uvijek dismaying ... Izvor: Raph's Koster Web Kategorije: Blogeri 00:32 'Flation Uz pokretanje spaljivanje križarski rat, ljudi su već komentirajući koliko je vrijednost od stare odbačene stvari ima. I’ve seen folks who are new to the whole expansion thing wondering about past games, and whether the same was true, and how much the buying power of past currencies fell in the wake of [...] Source: Raph's Koster Website Categories: Bloggers 00:19 Be Ready to Launch MMO Development Lesson #1, more or less just said: Don’t launch before you are done, unless you have to, even though you’ll probably fail unless players can’t tell what’sa bug and what’s by design. Sam vidio ljudi koji su novi u cijeloj ekspanzija stvar razmišljajući o prošlosti igara, i da li je ista istina, i koliko je nabavna moć prošlosti valute pala je na tragu [...] Izvor: Raph's Koster Web Kategorije : Blogeri 00:19 biti spremna za pokretanje MMO razvoj Obrazovni # 1, manje ili više samo je rekao: Ne pokrenuti prije nego što su učinili, osim ako ste da, iako ćete vjerojatno uspjeti osim ako igrači ne mogu reći što se na bug, a što je po nacrtu. Do things that you think are helpful, because then if your game fails, maybe you won’t feel so bad. Učinite ono što mislite da su korisni, jer onda ako vaša igra ne uspije, možda nećete osjećati tako loše. But c’mon! Ali Daj! That’s [...] Source: Jeff Freeman - Dundee Categories: Bloggers 00:03 One server to rule them all I’m looking for an Everquest II server to call home for a few months. To je [...] Izvor: Jeff Freeman - Dundee Kategorije: Blogeri 00:03 Jedan poslužitelj za vladavine ih sve Tražim Everquest II poslužitelj poziva na dom za nekoliko mjeseci. End game guilds do not matter, my only request is a bustling server during evening pst times. Kraj igre cehovi ne stvar, samo moj zahtjev je žuran poslužitelj tijekom večeri PST puta. I don’t have many readers, but it is worth a shot before taking the plunge. Nemam mnoge čitatelje, ali je vrijedi pucao pred izlazak na poniranje. There has to be one reader out there who [...] Source: Pitfalls - Krones Categories: Bloggers [...] Došlo je da se jedan čitatelj koji su se ondje [...] Izvor: Pitfalls - Krones Kategorije: Blogeri [...]

  2. EndgameRadio » EndgameRadio Prime: Episode 138 wrote on EndgameRadio »EndgameRadio Predsjednik: Epizoda 138 je napisao / la January

    [...] Moves! [...] Pokreta! Bookmark: « ‘Playing with Fire: When Advergaming Backfires’ trackback Leave aReply [...] Bookmark: « 'igra s vatrom: Kada Advergaming Backfires' Ostavite Trackback aReply [...]

  3. raphkoster_rss: ‘Flation wrote on raphkoster_rss: 'Flation je napisao / la January

    [...] http://www.raphkoster.com/2007/01/17/flation/With the launch of Burning Crusade, people are already commenting on how much the value of older items has dropped. [...] Http://www.raphkoster.com/2007/01/17/flation/With pokretanje spaljivanje križarski rat, ljudi su već komentirajući koliko je vrijednost od stare odbačene stvari ima. I’ve seen folks who are new to the whole expansion thing wondering about past games, and whether the same was true, and how much the buying power of past currencies fell in the wake of expansions. Sam vidio ljudi koji su novi u cijeloj ekspanzija stvar razmišljajući o prošlosti igara, i da li je ista istina, i koliko je nabavna moć prošlosti valute pala je u uoči proširenja. They even asked for links to studies. Čak su pitali za linkove na studije. [...] [...]

  4. Tearn wrote on Tearn je napisao / la January

    The level cap will last much longer than 28 hours for casuals and most players, especially those new players, or returning players who have not reached the level cap.Of the points brought up when discussing the effects of an expansion on the economy, Raph mentions two effects on these players that come with TBC, or any other expansion because mudflation seems omnipresent in MMO economies. Razina kapa će trajati mnogo dulje od 28 sata za casuals i većinu igrača, posebno one nove igrače, ili se vraćaju igrači koji nisu dosegli razinu cap.Of točke izveo kada raspravlja o učincima širenja na gospodarstvo, napominje Raph dvije posljedice na ove igrače koji dolaze sa TBC, ili bilo koja druga ekspanzija jer mudflation izgleda sveprisutna u MMO gospodarstvima. 1. 1. Formerly high-end items will decrease in worth, particularly within “bands” of content where hand-me-downs Bivši high-end stavke će smanjenje vrijedno, osobito u sklopu "bendova" sadržaja u kojem polovne stvari

  5. Boing Boing: Mudflation: inflation in virtual worlds wrote on Boing Boing: Mudflation: inflacija u virtualnom svijetu je napisao / la January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  6. Planet Kwekje wrote on Planet Kwekje je napisao / la January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  7. Stephen's Friends wrote on Stjepan's Friends je napisao / la January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  8. Friends wrote on Prijatelji pisao January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  9. gbsteve: Mudflation and Wuffle wrote on gbsteve: Mudflation i Wuffle je napisao / la January

    [...] gbsteve (gbsteve) wrote,@ 2007-01-19 13:32:00      Mudflation and Wuffle This is the same phenomena as level bloat in tabletop games, except worse because it affects thousands of players at once. [...] Gbsteve (gbsteve) napisao, @ 2007-01-19 13:32:00 Mudflation i Wuffle To je ista pojava kao naduti u razini stolnih igara, osim što je još gore, jer to utječe na hiljade igrača odjednom. There’s an article about it here that mentions some of the ways of dealing with it:reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. Došlo je članak o tome ovdje napominje da neki od načina rješavanja je: smanjenje u iznosu vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno; Da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. Refusing to up the level limit, and instead introducing orthogonal advancement paths. Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. Obuzet pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Never introducing higher DPS mechanisms; in other words, the levels become cosmetic, because the actual power of players does not increase. Nikad veća DPS uvođenje mehanizama, drugim riječima, razina postati kozmetički, jer je stvarna vlast od igrača ne povećava. This is how the systems with “infinite levels” tend to work — they asymptotically approach zero player power growth. To je način na sustavima s "beskonačnim razinama" da rade inklinirati - oni asymptotically pristup nula igrač moć rasta. Shifting player attention from power gains to cosmetic gains (eg, instead of a new badass sword, gain the ability to redesign your sword and personalize it). Pokretan igrač pozornost s vlasti dobici na kozmetički dobitke (npr., umjesto novog badass mač, dobiti mogućnost redizajniranja svoj mač i prilagoditi ga). Radically altered elder games (politics, economics, PvP, etc). Radikalno mijenja stariji igre (politike, ekonomije, PvP, itd.). This runs the risk of alienating players who liked the game they were already playing. To traje opasnost od alienating igrača koji je volio igre su se već sviranja. Remort systems and other such mechanisms to encourage repeat play of lower levels. Remort sustava i drugih takvih mehanizama za poticanje ponoviti igrati u nižim razinama. Restrictions on trade, such as soulbinding items, so they cannot be handed down and thus increase the ’standard of living” for all users. Ograničenjima u trgovini, kao što su soulbinding predmeta, tako da ne mogu biti pošten prema dolje i time povećati "standard" za sve korisnike. Level limits on equipment use, so that you are forced to abandon equipment (which in a soulbinding game, effectively means item deletion). Razina ograničenja na uporabu opreme, tako da ste prisiljeni da napuste oprema (koji u soulbinding igra, zapravo znači brisanje stavke). It would help if MUD items gave fixed bonuses instead of percentage increases. To će pomoći ako blato predmeta dade fiksne bonuse umjesto postotak povećava. A 20% sword is always good but a 1 sword is only nice at lower levels. A 20% mač je uvijek dobar nego 1 mač je samo lijepo na nižim razinama. Of course, if the rewards are other than killing things and taking there stuff then you don’t need to worry about levels much at all. Naravno, ako su nagrade ubistvo, osim što postoji i uzimanje stvari onda ne trebate brinuti o puno na svim razinama. How about a wuffle based system? Kako o wuffle sustav? Wuffle is Cory Doctorow’s word for social capital as defined in Down & Out in the Magic Kingdom (which is an OK read btw although the characters are annoyingly adolescent - but I guess that’s what you get in societies where no one has to work, the Culture is the same which is why the best characters are limnal in some way).I think abilities could be capped in a zero based way (Social skills Physical prowess Craft and Magic = c but start out at less than c). Wuffle je Cory Doctorow riječ za društveni kapital definiran u Down & Out u Magic Kingdom (što je u redu čitati BTW iako su likovi annoyingly mladić - ali mislim da je ono što dobivate u društva u kojima nitko nije na posao, kultura je isti koji je razlog zašto je najbolji likovi su limnal na neki način). Mislim da sposobnosti može biti kapom na nulu temelji način (socijalne vještine Obrtni Fizička snaga i Magija c = ali početak na manje od c ). That way you can improve your character, up to a maximum but specilisation would come at the detriment of other skills. Na taj način možete poboljšati vaš karakter, do najveće, ali specilisation bi se na štetu drugih vještina. Wuffle on the other hand would give access to better interaction with NPCs, perhaps property or even titles. Wuffle s druge strane bi dati pristup bolje interakcije s NPCs, možda čak i imovine ili naslova. Wuffle could even be aspected so that you might have different Wuffle from different kingdoms.(Post a new comment) [...] Wuffle mogli čak biti aspected tako da možete imati različite Wuffle iz različitih kraljevstava. (Postavi komentar) [...]

  10. the hit list of love wrote on udarac popis ljubav pisao January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  11. Mudflation on Raph Koster - MMOz wrote on Mudflation na Raph Koster - MMOz je napisao / la January

    [...] Mudflation on Raph Koster Mudflation on Raph Koster Quote: [...] [...] Mudflation na Raph Koster Mudflation na Raph Koster Citat: [...]

  12. People I am stalking wrote on Ljudi ja sam Stalking je napisao / la January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  13. Tracey's Friends wrote on Tracey's Friends je napisao / la January

    [...] * reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. [...] * Smanjujući iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet propadati, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. * Refusing to up the level limit, and instead introducing orthogonal advancement paths. * Odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. This single mechanism is probably the single biggest slowdown you can effect. Ova jedna mehanizam je vjerojatno najveća usporavanja možete efekt. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Mnogi dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, a umjesto ulaganja u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) [...] Link (preko Wonderland) [...]

  14. Teaoodle wrote on Teaoodle je napisao / la January

    instead investing their expansion in enriching the content and encouraging repeat play. umjesto ulaganjem u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link Veza

  15. The Smorgasbord | Geek out with articles on all your favorite tech areas! wrote on U Smorgasbord | monstrum s člancima na sva vaša omiljena područja tehnologije! Napisao / la January

    investing their expansion in enriching the content and encouraging repeat play. ulaganja za proširenje u njihovu obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link(via Wonderland) (Disclosure: I am a proud member of the advisory board for Areae, the company Raph founded) See also: Koster’s keynote from Game Developers Conference Koster’s amazing “What are the lessons of MMORPGs today?”> Link (preko Wonderland) (Objava: Ja sam ponosan član Savjetodavnog odbora za Areae, tvrtka osnovana Raph) Vidi također: Koster je osnovni ton od divljači programere konferencija Koster's amazing "Koje su pouke za MMORPGs danas?" >

  16. Hot Links wrote on Hot Linkovi napisao / la January

    Dealing with mudflation 4 hours ago Nelson Minar : Dealing with mudflation - Excellent game design insights from Raph Koster # copy Bave se mudflation 4 ago Nelson Minar: Bave se mudflation - Odlična igra dizajn uvide iz Raph Koster # kopija

  17. Boing Boing: A Directory of Wonderful Things wrote on Boing Boing A Directory izvrsnih stvarčica je napisao / la January

    instead investing their expansion in enriching the content and encouraging repeat play. umjesto ulaganjem u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) (Disclosure: I am a proud member of the advisory board for Areae, the company Raph founded) See also: Koster’s keynote from Game Developers Conference Koster’s amazing “What are the lessons of MMORPGs today? Link (preko Wonderland) (Objava: Ja sam ponosan član Savjetodavnog odbora za Areae, tvrtka osnovana Raph) Vidi također: Koster je osnovni ton od divljači programere konferencija Koster's amazing "Koje su pouke za MMORPGs danas?

  18. Nelson's Weblog wrote on Nelson's Weblog je napisao / la January

    Fri 2007-01-19 iPhone ringtone NYT WoW nerd Dealing with mudflation Unfortunate CAPTCHA IP address icons Delicious custom cake Petak 2007-01-19 iPhone zvona NYT WOW glupan Bave se mudflation nesretni CAPTCHA IP adresu ikone ukusna običaj torta

  19. Allakhazam.com: Final Fantasy XI wrote on Allakhazam.com: Final Fantasy XI napisao / la January

    [...] I don’t intend this thread to turn into a discussion so save the dead horse emoticons. [...] Ne namjeravam ovaj konac za uključivanje u raspravu tako spasiti mrtvi konj emoticons. Just linking to an article writen about MMORPG inflation. http://www.raphkoster.com/2007/01/17/flation/ I have posted the original text below but there are some comments written on the actual page worth reading. Jednostavno povezivanje na članku napisano o MMORPG inflacije. Http://www.raphkoster.com/2007/01/17/flation/ sam posted izvorni tekst ispod, ali postoje neke pisane komentare na stvarni stranica vrijedi čitanja. Just interesting in general imo. Dovoljno je interesantno u opće IMO. "With the launch of Burning Crusade, people are already commenting on how much the value of older items has dropped. I’ve seen folks who are new to the whole expansion thing wondering about past games, and whether the same was true, and how much the buying power of past currencies fell in the wake of expansions. They even asked for links to studies. No links, but this is a well-studied and understood phenomenon called mudflation in the biz, and which partakes of characteristics of real-world inflation as well as some unqie game-only characteristics. Every level-based game hits it when they raise the level cap (actually, they hit it continuously, but boosts to the level cap make it worse). In WoW’s case, it’ll be ameliorated to some degree by the incredibly heavy use of binding items. Typical symptoms you can certainly expect: An overall rise in the “power” of users of a given level, as measured before-and-after on the expansion, generally because of increased access to abilities or items. Increased success manifested via mobs that used to take groups being soloed, and so on. Time to level to continue to decrease, and perhaps accelerate (it has almost certainly been decreasing anyway because of repeat play across intro levels, plus just overall increased competence and knowledge among the players). Comments like “the game doesn’t start til level ‘x’” increasing, with X moving up — one form of “hollow world syndrome.” A decreased worth of currency, expressed in terms of buying power overall (though the cost of many formerly desirable items will fall precipitously). Decreased worth of formerly high-end items, particularly within “bands” of content where hand-me-downs are practical. “Hollow world” syndrome, where formerly populated zones become less so, as the bulk of the users shift locales to fit the new mean level. The classic means of controlling mudflation are reducing the amount of value in the economy via means such as: item decay, item deletion (either via challenges where you can lose items, or manually; yes, some games literally just go in and delete items), character purges, etc. Many games used to simply wipe the player database every few months because mudflation had gotten so bad. Refusing to up the level limit, and instead introducing orthogonal advancement paths. This single mechanism is probably the single biggest slowdown you can effect. Many long-running successful muds got that way by simply never upping the level cap, and instead investing their expansion in enriching the content and encouraging repeat play. Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. This often means punishingly high costs for players, btw. Never introducing higher DPS mechanisms; in other words, the levels become cosmetic, because the actual power of players does not increase. This is how the systems with “infinite levels” tend to work — they asymptotically approach zero player power growth. Shifting player attention from power gains to cosmetic gains (eg, instead of a new badass sword, gain the ability to redesign your sword and personalize it). Radically altered elder games (politics, economics, PvP, etc). This runs the risk of alienating players who liked the game they were already playing. Remort systems and other such mechanisms to encourage repeat play of lower levels. Restrictions on trade, such as soulbinding items, so they cannot be handed down and thus increase the ’standard of living” for all users. Level limits on equipment use, so that you are forced to abandon equipment (which in a soulbinding game, effectively means item deletion). Fundamentally, though, it’s endemic because it’s implicit in the core assumptions a level-and-hp-increase based system with infinite inflows." "Sa pokretanje spaljivanje križarski rat, ljudi su već komentirajući koliko je vrijednost od stare odbačene stvari ima. Sam vidio roditelji koji su novi u cijeloj ekspanzija stvar razmišljajući o prošlosti igara, i da li je ista istina, i kako mnogo kupovne snage u prošlosti valute pala u uoči proširenja. Čak su pitali za linkove na studije. Nema veze, ali to je dobro studirao i razumjeti fenomen zvan mudflation u biz, i koji partakes od obilježja u stvarnom svijetu inflacije, kao i neke unqie igra samo karakteristike. Svaka razina-based igru pogocima to kad podizati razinu kapa (zapravo, oni slagati se kontinuirano, ali podiže na razinu kapa čine ga lošije). Vau U slučaju, da 'Ll biti ameliorated na neki stupanj po nevjerojatno teška korištenja obvezujuća stavki. Tipični simptomi možete sigurno očekivati: Ukupan porast u "moć" od korisnika određenoj razini, kao mjeren prije i poslije na ekspanziju, općenito zbog povećanog pristupa sposobnosti ili stavke. povećanje uspjeha manifestira preko mobs koji se koristi da se soloed skupine, i tako dalje. Vrijeme na razini nastaviti smanjivati, a možda i ubrzati (to je gotovo sigurno bio smanjuje ionako zbog ponoviti igrati preko uvod razinama, uz samo ukupnu povećana kompetencija i znanja među igračima). Komentara vole "igra se ne pokrene do razine 'x'" povećanje, s X sele se - jedan oblik "šuplje svijetu sindrom." A smanjio vrijednost valute izražene u smislu kupovine moci ukupnom (iako su cijene mnogih bivši poželjno stavke će pasti precipitously). smanjen vrijedi bivši high-end predmeta, osobito u okviru "bendova" sadržaja u kojem polovne stvari su praktične. "šupalj svijeta "sindrom, gdje je nekada naseljeno zone postalo manje tako, kao skupno od korisnika pomak locales da stane na novu razinu znači. klasičnim sredstvima kontrole mudflation se smanjuje iznos od vrijednosti u gospodarstvu putem sredstava kao što su: predmet trulež, brisanje stavke (bilo preko izazova u kojoj se možete izgubiti predmeta, ili ručno, da, neke igre doslovno samo idite i brisanje stavki), znak briše, itd. Mnogi igre koristi za jednostavno izbrisati igrača Baza podataka svakih nekoliko mjeseci jer je imao mudflation stečen tako loše. odbijanjem da se na nivou granice, i umjesto uvođenja ortogonalna napretku staze. Ovo jednog mehanizma je vjerojatno najveća usporavanja možete efekt. Mnoge dugo prikazuju uspješni MUDS dobio taj način tako na upping jednostavno nikada razini kapa, i umjesto ulaganjem njihove ekspanzija u obogaćujući sadržaj i poticanje ponoviti igru. opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. To često znači punishingly visokim troškovima za igrače, BTW. Nikad veća DPS uvođenje mehanizama, drugim riječima, razina kozmetički postati, jer je stvarna vlast od igrača ne povećava. Ovo je način kako sustavima s "beskonačnim razinama" da rade inklinirati - oni asymptotically pristup nula igrač moć rasta. pokretan igrač pozornost s vlasti dobici na kozmetički dobitke (npr., umjesto jedne novi badass mač, dobiti mogućnost redizajniranja svoj mač i prilagoditi ga). radikalno mijenja stariji igre (politike, ekonomije, PvP, itd.). Ovo pokreće rizik od alienating igrača koji je volio igre su se već sviranja. Remort sustavi i drugih takve mehanizme kako bi se potaknuo ponoviti igrati u nižim razinama. ograničenjima u trgovini, kao što su soulbinding predmeta, tako da ne mogu biti pošten prema dolje i time povećati "standard" za sve korisnike. Razina ograničenja na uporabu opreme, tako da ste prisiljeni da odustati oprema (koji u soulbinding igra, zapravo znači brisanje stavke). osnovi, iako je endemske, jer je implicitan u osnovne pretpostavke nivo-i-ks-povećanje temelji sustav s beskonačnim prilivi. " —————————-Escher Fairy Server 100 3 Cooking 92 Fishing Thread Index | New Subject | Reply to Thread 0 Replies [ Search Forums ] 0 Messages skipped by filter settings, 1 displayedRegistration is required to post on this forum [...] ---------- Escher Fairy Server 100 3 Kuhanje Ribolov 92 Temu Indeks | Nova Tema | Odgovori Odgovori Temu 0 [Search Forums] 0 Poruke preskočila po filtar postavke, 1 displayedRegistration je potrebno za postavljanje na ovaj forum [...]

  20. Planet Hilker: Tech wrote on Planet Hilker: Tech je napisao / la January

    instead investing their expansion in enriching the content and encouraging repeat play. umjesto ulaganjem u njihovu ekspanziju obogaćujući sadržaj i poticanje ponoviti igru. * Obsessive attention to economic stats and adjusting all economic drains to account for all the influx. * Opsesivan pažnju na ekonomske statistike i podešavanje svih ekonomskih izlučivanje na račun za sve priljeva. This often means punishingly high costs for players, btw. To često znači punishingly visokim troškovima za igrače, BTW. Link (via Wonderland) (Disclosure: I am a proud member of the advisory board for Areae, the company Raph founded) See also: Koster’s keynote from Game Developers Conference Koster’s amazing “What are the lessons of MMORPGs today?”> Link (preko Wonderland) (Objava: Ja sam ponosan član Savjetodavnog odbora za Areae, tvrtka osnovana Raph) Vidi također: Koster je osnovni ton od divljači programere konferencija Koster's amazing "Koje su pouke za MMORPGs danas?" >

  21. Bad Moon Rising :: View topic - Quick/easy levelling - Design of The Burning Crusade? wrote on Bad Moon Rising:: Pogledajte temu - Brzo / lako niveliranje - Dizajn paljenja križarski rat? Napisao / la January

    [...] (Upcoming Theory-craft! The basic gist is that Blizz knows what they’re doing in terms of allowing us to level so quickly in TBC. There is a large amount of lateral content planned for level 70.) Well, if you’re like me you’re looking at the people who were saying “It takes as long to get from 60-70 as it did to get from 1-40 or from 1-60,” and you’re wondering what pharmacy they’ve been to and how did they mix the common household drugs. [...] (Nadolazeći Teorija zanatstvo! Osnovni suština je Blizz da zna što oni rade u uvjetima koji omogućuje nam da na razini tako brzo u TBC. Nalazi se velika količina lateralna sadržaja planirana za razinu 70.) Pa , Ako ste poput mene koju gleda na ljude koji su se govoreći: "Potrebno je tako dugo da bi dobili 60-70 kao što je učinio da se od 1-40 ili od 1-60," i da ste pitate što oni su farmacije ste i kako ih miješati zajedničkog kućanstva droge. It looks to me, and I could be wrong, that it’s possible to get to 70 within a minimum of 28 hours played. Izgleda da meni i ja mogao biti u krivu, da je moguće dobiti do 70 u roku od najmanje 28 sati igrao. That was a record set by a guy who had his guild killing mobs he’d tag. To je bio rekord postavljen je tip koji je imao njegov ceh ubijanje mobs on bi oznaku. Even still, the ability to level so quickly instills a mild bit of fear in my heart. I dalje, mogućnost razini tako brzo instills blagi malo straha u srcu. Will the expansion be over before Blizzard releases new content? Hoće li biti ekspanzija pred Mećava tisak nove sadržaje? Will we be able to have something to enjoy for a long time? Ćemo moći uživati u nešto za dugo? Some of us may be thinking that the answer to the above questions are: Yes, the xpac will be completed by most very quickly, and we’ll be bored before Blizz gets on it. Neki od nas misle da će svibanj odgovor na gornje pitanje: Da, xpac će biti dovršen većina vrlo brzo, a mi ćemo biti dosadno prije Blizz se na nju. I would like to say that that may not be the case. Želim reći da svibanj nije bio slučaj. I’ve been learning a little bit about MMOG economies today. Sam bio malo učenje o MMOG gospodarstva danas. They appear to run rather differently than real world economies because in MMO economies it’s possible to create value out of nothing (or a bit of time). Oni se pojavljuju u vožnji prilično drugačije nego u stvarnom svijetu gospodarstva jer u MMO gospodarstvima moguće je stvoriti vrijednost iz ništa (ili malo vremena). Essentially it is very easy to create new wealth and so inflation can get out of control verrrrrrry quickly. U osnovi vrlo je lako stvoriti novog bogatstva i tako inflacije može izgubiti kontrolu verrrrrrry brzo. In order to curb this there are a couple of tools that game devs use, as seen in the link below. http://www.raphkoster.com/2007/01/17/flation/ If the above -is- the case, then one can see why Blizz would make the level cap so low, and the levels so easy. Kako bi se uzda taj ima nekoliko alata koji igra devs upotrebu, kao što vidjela u vezu ispod. Http://www.raphkoster.com/2007/01/17/flation/ Ako je gore-slučaj, tada se može vidjeti zašto bi Blizz razini kapa tako niske, a razina tako lako. Basically the levels are easy because gaining them proceeds on the same curve as the previous 1-60 levels did. Uglavnom razina su lako jer im polazi na dobivanjem iste krivulje kao i prethodni 1-60 razina učini. One could postulate that Blizz did this in order to maintain a contiguous gaming experience from 1-X (where X is the current level cap). Moglo bi se uzeti kao da Blizz je to učinila kako bi se održavati granični igre iskustvo od 1-X (X, gdje je sadašnja razina kapica). The reason the cap wasn’t raised higher, while this could be baiting the consumer, is simply so that the game won’t die out as fast. Razlog je kapa nije uzrokovao veći, a to bi moglo biti baiting potrošača, je jednostavno tako da igra neće izumrijeti kao brzo. Either that or it’s the most expedient route to provide new content. Ili to ili da je to najveći Bolje put dati nove sadržaje. Designing linear content of a similar volume to the content in TBC may actually have taken more work than designing the lateral content that appears to be in TBC right now. Projektiranje linearnih sadržaja na slicnom volumen sadržaja u TBC svibanj imati zapravo se više raditi od izrade bočne sadržaja koji se u TBC odmah. If that is not the case then one can still fall back on the idea that designing Linear content, in terms of a greater level cap, would create such inflation when the population hit X level that the game would quickly collapse under it’s own weight. Ako to nije slučaj tada se može još pasti natrag na ideji da projektiranje Linijski sadržaja, u smislu veće razine kapa, stvorili bi takva inflacija kada se stanovništvo da se pogođeno X razinu igra bi brzo kolaps pod vlastitom težinom . Proceeding in a slow linear manner and a quicker lateral manner appears to be what Blizz is doing. Postupku u spor linearni način i brži način bočni Čini se da je Blizz što radiš. There was a lot of lateral progression at 60 and look how long it kept us playing I’d also say that the economy isn’t as inflated as I’ve heard it can be in games like FFXI. Bilo je puno lateralna napredovanje u 60 i pogledaj koliko dugo je čuvao nas svira Htio je reći da gospodarstvo nije tako napuhan kao što sam čuo da može biti u igrama poput FFXI. So the plan appears to be working. Tako plan izgleda kao da se radi. If that’s the plan Blizz also appears to be using money sinks to reduce the amount of cash in circulation. Ako to je plan Blizz i čini se da koristite novac odvodi smanjiti količinu novca u prometu. I think the strongest examples would be Epic mounts and the Tier.5 armor quests. Mislim da je najjači primjera che biti epski mounts i Tier.5 oklop zadataka. Follow that up with the Epic mounts in outland going for 5k gold one starts to see some fairly massive money sinks. Slijedite da se s ep mounts u outland ide za 5k zlata jednom počinje vidjeti neke prilično masivnim novac ponori. Crafting, while it returns to the crafter, is also a money sink, and now that I think of it, the crafting system may actually be designed such that selling finished products is supposed to generate very little profit (as so often has seemed to be the case). Crafting, dok se vraća na crafter, također je novac sudopera, a sada mislim da je to, u crafting sistem svibanj zapravo biti dizajnirana tako da prodaja gotovih proizvoda trebalo generirati vrlo malo dobit (kao što je tako često kao da se slučaju). So inflation goes down due to there being less free gold. Tako inflacije spušta se zbog tamo se manje slobodnog zlata. The lateral content appears to come in at 70. Na bočnim sadržaju pojavljuje se u 70. One has two major dungeons to explore(The Caverns of Time and Karazhan), each with a couple of wings, plus a heroic difficulty mode. Jedna od dvije glavne dungeons za istraživanje (The kaverne vremena i Karazhan), svaki s dva krila, plus poteškoća herojski način. With all of that lateral content and a stable economy almost forced due to game mechanics it seems that TBC will have a lot more life in it than just 60-70. Uz sve to lateralna sadržaja i stabilno gospodarstvo gotovo prisiljeni zbog mehanika igra izgleda da TBC će imati puno više života u njemu nego samo 60-70. Your thoughts?! Vaša razmišljanja?! Other interesting links: http://www.raphkoster.com/2006/06/16/the-lifecycles-of-a-player/ http://crystaltips.typepad.com/wonderland/2005/03/raphs_keynote.html Link on SWG’s Economy: http://www.boingboing.net/2004/05/03/star_wars_galaxies_e.html_________________ [...] Ostale zanimljive linkove: http://www.raphkoster.com/2006/06/16/the-lifecycles-of-a-player/ http://crystaltips.typepad.com/wonderland/2005/03/raphs_keynote.html Link na SWG's Gospodarstvo: http://www.boingboing.net/2004/05/03/star_wars_galaxies_e.html_________________ [...]

  22. VirginWorlds.com - Exploring Massively Multiplayer Games wrote on VirginWorlds.com - Exploring masivno Multiplayer igre je napisao / la January

    [...] Home &middot About &middot News &middot Podcast &middot Blog &middot Forum &middot Login &middot Register Fallen Earth Website Revamped http://www.fallenearth.com/article.php?article=15 "On January 18th, 2007 the new Fallen Earth website was relaunched with a new look and new features: * * An RSS feed so you can keep up with the latest news. * * Information with the backstory of Fallen Earth, as well as descriptions of the various factions. * * Community features, such as Bulletin Board and listings of fan sites. * * Improved galleries for screenshots, videos and wallpapers." [...] Home O Novosti Forum Blog Podcast Login Registracija Pade Zemlji Web obnovljenu http://www.fallenearth.com/article.php?article=15 "Dana 18. sječnja 2007 novi Pade Zemlji je relaunched web stranicu s novim izgledom i novim značajkama: * RSS feed pa možete držati u toku s najnovijim vijestima. * * Informacije sa backstory Pade na Zemlji, kao i opisi raznih strana. * * Zajednice značajke , Kao što su Čitaonica i prikaz ventilatora sučelja. * * Poboljšano galerije za screenshotovi, video i pozadine. " Submitted by brent on Jan 19, 2007 17:36:25 CST (more) (comments) karma: 0 / clicks: 28 / comments: 0 Saga Interview - The MMORTS http://www.firingsquad.com/news/newsarticle.asp?searchid=13960 "Persistant RTS games have been released in the past but none have really taken off like the typical fantasy MMO. Developer Wahoo Studios hopes to change that with Saga, a fantasy based RTS MMO with a different kind of business model in addition to trying out some new gameplay designs. FiringSquad got a chance to chat with the game’s creator and executive producer Jason Faller to find out more about their plans for Saga." Predao Brent Jan 19, 2007 17:36:25 CST (više) (komentari) karma: 0 / klikova: 28 / komentari: 0 Saga Intervju - The MMORTS http://www.firingsquad.com/news/newsarticle. asp? searchid = 13960 "Postojana RTS igre su izdani u prošlosti, ali nitko se zapravo izveden kao tipičan fantasy MMO. Razvojni Wahoo Studios nada za promjenu da s Saga, fantastični temelji MMO RTS-a sa različitih vrsta poslovnih modela u Osim pokušava neke nove dizajne igrivosti. FiringSquad dobila priliku razgovarati s igra je kreator i izvršni producent Jason FALLER saznati više o svojim planovima za Saga ". Submitted by brent on Jan 19, 2007 17:36:04 CST (more) (comments) karma: 0 / clicks: 25 / comments: 0 Utopia to be next Guild Wars expansion? http://www.gamespot.com/news/show_blog_entry.php?topic_id=25318601 "NCsoft has said it wants to put two expansion packs out each year, with Factions and Nightfall being the company’s first two releases. Given that Nightfall launched in October, the next add-on is roughly due for release in April, and it seems about time that NCsoft started talking about it." Predao Brent Jan 19, 2007 17:36:04 CST (više) (komentari) karma: 0 / klikova: 25 / komentari: 0 Utopija se pored Guild Wars ekspanziju? Http://www.gamespot.com/news / show_blog_entry.php? topic_id = 25318601 "NCsoft je rekao da želi staviti dvije ekspanzije pakete iz svake godine, sa strana i mrak se kompanije prva dva izdanja. obzirom da je mrak pokrenuo u listopadu, sljedeći dodati-na je grubo potraživanja za ispuštanje u travnju, a čini se da NCsoft o vremenu počeli govoriti o tome. " Submitted by brent on Jan 19, 2007 17:35:31 CST (more) (comments) karma: 0 / clicks: 46 / comments: 0 Raph’s Website - ‘Flation http://www.raphkoster.com/2007/01/17/flation/ "With the launch of Burning Crusade, people are already commenting on how much the value of older items has dropped. I’ve seen folks who are new to the whole expansion thing wondering about past games, and whether the same was true, and how much the buying power of past currencies fell in the wake of expansions. They even asked for links to studies." Predao Brent Jan 19, 2007 17:35:31 CST (više) (komentari) karma: 0 / klikova: 46 / komentari: 0 Raph's Website - 'Flation http://www.raphkoster.com/2007/ 01/17/flation / "S pokretanje spaljivanje križarski rat, ljudi su već komentirajući koliko je vrijednost od stare odbačene stvari ima. Sam vidio roditelji koji su novi u cijeloj ekspanzija stvar razmišljajući o prošlosti igara, i da li je isto je istina, i koliko je nabavna moć prošlosti valute pala je u uoči proširenja. Čak su pitali za linkove na studije. " Submitted by brent on Jan 19, 2007 17:34:24 CST (more) (comments) karma: 0 / clicks: 22 / comments: 0 Vanguard Impressions http://www.jolt.co.uk/index.php?articleid=7947 "Vanguard is probably the last of the big non-brand name MMORPGs that really stands a chance of making a significant splash. While most games in the fantasy side of the MMO genre would get lost in comparisons to Everquest II and World of Warcraft (if they’re lucky), Vanguard had been attracting attention thanks to the team behind it. Led by Brad McQuaid and Jeff Butler, two of the men behind the juggernaut that was Everquest "“ or Evercrack as it was better known due to how addictive it was (yeah, that’s three years of this writer’s life he won’t be getting back) "“ Vanguard has one hell of a pedigree; but with competition being as tough as it is in the MMO market, it’s easy to go from a Best Of Show Pedigree Dog to a Put In A Kennel For Making A Mess On The Carpet Dog real quick." Predao Brent Jan 19, 2007 17:34:24 CST (više) (komentari) karma: 0 / klikova: 22 / komentari: 0 Vanguard Ambient http://www.jolt.co.uk/index.php?articleid = 7947 "Vanguard je vjerojatno posljednja od velikih ne-marki MMORPGs da zaista stoji mogućnost izrade značajan uprskati. Dok većina igara u fantastični stranu u MMO žanr bi se izgubiti u usporedbe s Everquest II i World of Warcraft (ako ih budete sretni), Vanguard je bio privlače pažnju zahvaljujući tima iza njega. predvođeni Brad McQuaid i Jeff Butler, dvoje ljudi iza neodoljiva sila koja je Everquest "" ili Evercrack kao što je bio poznatiji zbog, kako zarazna je (da, da tri godine ovog pisca život on neće biti dobivanje natrag) "" Vanguard ima jedan pakao, a rodovnica, ali s natjecanja se kao tvrd kao što je u MMO na tržištu, to Je lako otići iz najbolje Prikaži rodovnica pasa na Put U uzgajivačnici Na upućivanja Mess o tepiha Pas brzo pravi. " Submitted by brent on Jan 19, 2007 17:33:53 CST (more) (comments) karma: 0 / clicks: 55 / comments: 0 2Moons Voice-Over Contest http://phpbb.acclaim.com/2moons/viewtopic.php?t=1594 . Predao Brent Jan 19, 2007 17:33:53 CST (više) (komentari) karma: 0 / klikova: 55 / komentari: 0 2Moons Voice-Over Contest http://phpbb.acclaim.com/2moons/viewtopic. php? t = 1594. "You want your voice to be heard? Show your talent and be one of the lucky winners and your voice will become immortalized in 2Moons." "Vi želite da se Vaš glas čuje? Prikažite svoj talent i biti jedan od sretnika dobitnika i tvoj glas će postati immortalized u 2Moons." Submitted by brent on Jan 19, 2007 17:33:25 CST (more) (comments) karma: 0 / clicks: 9 / comments: 0 EverQuest II: Echoes of Faydwer PC review http://www.gamesxtreme.net/pc/game/everquest-ii-echoes-of-faydwer/review.shtml "It may seem strange that as a big MMO fan I didn’t play the original Everquest. Forget about, World of Warcraft, Guild Wars and all the other modern Massively Multiplayer Role Players, Everquest was one of the key titles that introduced the MMO genre to the masses. The game had great financial success and without it online gaming would be a very different scene. Spawning several add-ons the game also had a sequel, Everquest 2 released in November 2004. Again, it may seem strange but I didn’t get round to playing the initial release, but I do now have my hands on the most recent expansion Echoes of Faydwer." Predao Brent Jan 19, 2007 17:33:25 CST (više) (komentari) karma: 0 / klikova: 9 / komentari: 0 EverQuest II: Echoes of Faydwer PC pregled http://www.gamesxtreme.net/pc / igre / everquest-II-Echoes-a faydwer / review.shtml "To svibanj izgledaju čudno da kao veliki obožavatelj MMO nisam igrati izvornu Everquest. Zaboravite na, World of Warcraft, Guild Wars i sve druge moderne Masivno Multiplayer Uloga Igrači, Everquest je bio jedan od ključnih naslova koji uvodi u žanr MMO na mase. U igri su veliki financijski uspjeh i bez online igre bi biti vrlo različite scene. Mriješćenje nekoliko dodataka igri ima i nastavak , Everquest 2 izdan u studenom 2004. Opet, on svibanj izgledaju čudno, ali nisam prevariti da svira u početnom izdanju, ali mogu učiniti sada su moje ruke na najnovija ekspanzija Echoes od Faydwer. " Submitted by brent on Jan 19, 2007 17:32:30 CST (more) (comments) karma: 0 / clicks: 34 / comments: 0 MTV: The post-launch with Jeff Kaplan http://www.mtv.com/news/articles/1550175/20070117/index.jhtml "He’s the lead game designer of "World of Warcraft." National holiday or not, the biggest addition of new content released for the most popular massively multiplayer game in America was going on sale. An expansion pack called "The Burning Crusade" would allow players to venture across massive new plots of land and play two new races. Gamers who had spent months maxing their characters to the former Level 60 ability limit would now be able to crank things up to 70. And Kaplan had to be in the Irvine, California, office of "WoW" developer Blizzard Entertainment to make sure the "World" didn’t come crashing down." Predao Brent Jan 19, 2007 17:32:30 CST (više) (komentari) karma: 0 / klikova: 34 / komentari: 0 MTV: The post-lansiranje s Jeff Kaplan http://www.mtv.com/ news/articles/1550175/20070117/index.jhtml "On je dizajner voditi igru" World of Warcraft. "Nacionalni praznik ili ne, najveći dodavanje novih sadržaja izdana za najpopularniji masivni multiplayer igre u Americi bio je odlazak na prodaju. ekspanziju paket pod nazivom "spaljivanjem križarski rat" će omogućiti igračima da venture preko masivne novih parcela i igrati dvije nove utrke. gamere koji je proveo months maxing njihovih znakova za bivšu 60 Razina sposobnosti ograničenje bi sada mogli napraviti stvari do 70. I Kaplan je da se u Irvine, Kalifornija, ured "WOW" developer Mećava Zabava da provjerite da je "Svijet" nije došao crashing down. " Submitted by brent on Jan 19, 2007 17:31:31 CST (more) (comments) karma: 0 / clicks: 21 / comments: 0 City of Heroes: Issue #9 Details Revealed http://www.warcry.com/news/view/67851-City-of-Heroes-Issue-9-Details-Revealed "The folks at NCSoft and Cryptic Studios have released some details on Issue #9: "Breakthrough". The official fact sheet made the rounds earlier today. Here are the details." Predao Brent Jan 19, 2007 17:31:31 CST (više) (komentari) karma: 0 / klikova: 21 / komentari: 0 City of Heroes: Pitanje # 9 Details Revealed http://www.warcry.com/ news/view/67851-City-of-Heroes-Issue-9-Details-Revealed "ljudi na NCSoft i grobni Studios su izdali neke detalje o Issue # 9:" proboj ". službeni list zapravo načini kruga ranije danas. Ovdje su detalji. " Submitted by brent on Jan 19, 2007 17:29:41 CST (more) (comments) karma: 0 / clicks: 33 / comments: 0 Vanguard Beta Closing http://pc.ign.com/articles/756/756802p1.html?RSSwhen2007-01-19_103800&RSSid=756802 "Sony Online Entertainment is closing the Vanguard: Saga of Heroes beta on January 23 at 11:59 pm PST. With Vanguard hitting retail shelves on January 30 and the stress test complete, the fantasy MMO beta is no longer necessary. All beta character profiles will be saved to a test server, which will open sometime after Vanguard’s release." Predao Brent Jan 19, 2007 17:29:41 CST (više) (komentari) karma: 0 / klikova: 33 / komentari: 0 Vanguard Beta Zatvaranje http://pc.ign.com/articles/756/756802p1. HTML! RSSwhen2007-01-19_103800 & RSSid = 756802 "Sony Online Entertainment je zatvaranja Vanguard: Saga of Heroes beta dana January 23 11:59 am PST. S Vanguard skom Prodajne police dana January 30, a kompletan test stresa, u fantasy MMO beta više nije potrebno. beta znak profile Sve će biti spremljen na test server, koji će se otvoriti neko vrijeme nakon Vanguard's release. " Submitted by brent on Jan 19, 2007 17:25:49 CST (more) (comments) karma: 0 / clicks: 28 / comments: 0 Tobold’s MMORPG Blog: Burning Crusade Levels http://tobolds.blogspot.com/2007/01/burning-crusade-levels.html "Trick question: how many additional levels does the Burning Crusade add to World of Warcraft? Nominally the answer is 10, from 60 to 70. But looking at it a bit closer the expansion levels behave differently than the previous levels. A Burning Crusade level is a curious hybrid between one and two old levels, so in practice the expansion adds between 10 and 20 effective levels to the game. Lets have this closer look:" Submitted by brent on Jan 19, 2007 17:17:37 CST (more) (comments) karma: 0 / clicks: 30 / comments: 0 World of Warcraft: Notes from the front http://renatawc.blogspot.com/2007/01/notes-from-front.html "So, Burning Crusade is a few days underway. There are areas in which I was pleasantly surprised, and others where the results are so typical of expansion launches, but it’s still hard not to be disappointed. Pleasantly surprised: The servers were up and the queues have not been unreasonably long. I was expecting not to be able to log on at all much during the first couple of days with server crashes and monster queues perhaps reaching into four digits." Predao Brent Jan 19, 2007 17:25:49 CST (više) (komentari) karma: 0 / klikova: 28 / komentari: 0 Tobold's MMORPG Blog: spaljivanje Razine križarski rat http://tobolds.blogspot.com/ 2007/01/burning-crusade-levels.html "trik pitanje: koliko dodatne razine radi paljenja križarski rat dodaj u World of Warcraft? Nominalno odgovor je 10, od 60 do 70. Ali gleda na to malo bliže širenje razina ponašaju drugačije nego prethodne razine. paljenjem A križarski rat razini je znatiželjan hibrid između jedne i dvije stare razine, tako da u praksi širenje dodaje između 10 i 20 na snazi do razine igre. omogućava imati ove bliže izgledati: "Predao Brent Jan 19, 2007 17:17:37 CST (više) (komentari) karma: 0 / klikova: 30 / komentari: 0 World of Warcraft: Bilješke s prednje http://renatawc.blogspot.com/2007/01/notes- od-front.html "Dakle, spaljivanje križarski rat je nekoliko dana u