
Originally Posted by
Klepto
The reason this game isn't lasting is because the very currency that fuels the game's development is also the currency that causes players to chew through content at breakneck speed.
The only currencies that have been implemented well are Tokens (best implementation, though I have gripes with rewards in Lab when it comes to plans), Fragments, and Spirits. All the rest have some rather large flaws. As you progress in power, only the top players actually gain decent levels of Coins or Credits. Noble Lady becomes less valuable. You have to save for larger portions of the week as you progress to prepare for Thursday because costs are increasing week-by-week but income does not increase. Gems can buy just about anything but by using them you warp the entire server around your progress.
Honestly this game would have been much better off providing less direct perks for cash, such as vanity mounts, changes in appearance, that sort of thing. Mounts for cash could have also granted speed improvements to improve Noble Lady chances.
Also, this game could encourage further cash investment, honestly, by reducing costs in certain areas. Chips cost too many gems once they cost gems, even in the Fair. Removing level 4 chips is too expensive. Summoning the runekeeper is too expensive. Honestly, if something is going to cost $10 or even $20 in real life cash, I expect to get something pretty darn awesome out of it. Unfortunately there isn't a single worthwhile investment gem-wise that I can think of that's really WORTH spending the cash for. There's no awesome vanity mount that's a reasonable price or that improves travel speed. I can't spend $5 or $10 to shuffle a current hero's Saint attributes. I can't spend $1-3 to summon the Runekeeper. I can't tweak the appearance of my main hero so I look different than every other player out there.
Additionally, things like opening additional queues exacerbates a lot of the game's problems. With current income I have trouble keeping up with 2 of each queue. If I had 3 queues for equipment and talents I'd be broke all the time. This is partially due to the (welcome) change of reducing cooldown times, but it presents some problems as well, because game income wasn't also adjusted to compensate for the reduced cooldown times.
Further, on servers 10+, with generally one dominating guild across all realms, only one guild on the server gets the benefit of level 4 cities that improve income, and that leaves others in the dust, discourages competition, and creates a widening disparity that only grows larger daily.
This game has WONDERFUL potential but is squandering it by forgetting that a sustainable game is a balanced game, and if you offer benefits to players for paying cash, you have to remember that those benefits cannot significantly create disparity between the haves and have-nots, otherwise the game becomes like Monopoly, where it drags on and on with only one player raking in the dough, and eventually everyone who isn't winning slams the game board into the winner's face and walks away to do something else.