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@JGadrow hmm, true. By professionals I assume you mean working/employed people, right (due to limited time, for "game" professionals I'd assume they would have time)? As for income... I'd probably say these are also less willing to pay while younger people I'd assume they'd be willing to spend more but don't have that much
what's the point of playing when you don't really actually play it and we can expect player to be willing to spend time if he like it
What I meant by the sentence is that I can't understand when someone designed the average play time per day to be 5minute-ish, then it's questionable if player is actually playing it at all...and if the game's good, than it's waste of potential; if not than it doesn't matter anyway
It's also connected with balance. There's a question - Provide unlimited reward for player that spends whole days and nights playing your game or rather limit it to bring time consumption in line? (something DSheroh spoke about recently)I know it's a question of target audience + there might be other balancing means other than time limitation, but if they ultimately limit the reward.... em, still the alternative (other than time-limit) might be better, hmm...
Also, they will play it when not in front of computer (you need to think about strategy, what to do next, which route to go, etc).
Thanks.Do the time spent in a game affect stats of player's character(s) in that game?
@shoespeakHow does the energy system works?Not just balance, but I'm also afraid if I'd have enough of content, though I remember walking through game even when I didn't have anything to do thereI was thinking that some main things will be limited (round-based) but with side activities to do all the time (for special points or something)...
Not at all, the stats of the characters are updated once a week only via a training update.
Well, one example is to have a "rest" bar that fills up only when the player is not online and goes down when they are actively playing. When the "rest" is full, players get 2x experience/gold/loot. From 1/3 to 2/3 it is regular exp, and when the bar is less then 1/3 the players only get half exp/loot. This idea works better in some games then others, but I think the basic thought can be adapted to pretty much any game where the player accumulates stuff. It bascially encourages players to play as long as they want but doesn't really punish those who can only spend a few minutes a day. (Sorry for the late response. I read the other replies...not too much to add )
Well, one example is to have a "rest" bar that fills up only when the player is not online and goes down when they are actively playing. When the "rest" is full, players get 2x experience/gold/loot.
This is a bad concept since it promotes NOT playing the game. It makes players hesitate to login multiple times a day.I like the concept that players can play very quickly, but punishing those who play too much is weird
Basically, it provides a way for casual players to catch up to the more hardcore players.The trick is that, sure, you can earn double experience for a while if you stay logged out for a long duration. However, if you're actively out adventuring, you could have earned that "bonus" experience 10 times over again. So, hard-core players still receive the brunt of the bonus, but at least casual players aren't at as much of a disadvantage.
lol I'm the same, except I must have played much longer than you.
The very first thing I did upon hitting my server was make a character for each class in the game (I had 1 slot left which I filled with a death knight as soon as it became available to me).
Of course, I just cancelled my subscription (expires in about 3 weeks) because I'm spending my time playing SC2 now. lol