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[Markets] are very troublesome! To run a successful market/trading center in your game you are going to have to heavily admin that area and just accept you are not going to be able to stop all the cheating.
They're all Pay to Play. So it makes sense that they'd want you to have as many accounts as possible. Why wouldn't they? They get more money from you with each additional account.
Now let's look at browser based games shall we? What do 99.9% of all of them have in common? They're all Free to play. So having a second account doesn't guarantee additional revenue for the game operator.
This means that one person is taking up additional resources without providing anything to the game operator. This same sentiment is sometimes echoed even in the 'big name' mmos wherein they say "only one account per person." The reason is the same more than one account does not guarantee additional wealth.
I'm also going to let people buy more alts so that a player can experience more of the current 16 classes. Also about trading between IP-addresses it's currently monitored to check to see if someone's funneling items into a mule account and if so i'll close it down since i offer them an option to get more slots.
This is common to all games P2P games want you to have more accounts, F2P games want you to have one account and buy a lot of stuff with it.
By having more than one account there is no guarantee that you'll be spending more money but with P2P there is. So thus the F2P group hates it since your'e busy using up their resources without providing them anything extra in return. Also MOST P2P games also require that you buy the game too. So that's additional revenue for the game operator.
Games that are skill based, where time spend is irrelevant (or not such important) to victory are much more vulnerable.
They're all Free to play. So having a second account doesn't guarantee additional revenue for the game operator. This means that one person is taking up additional resources without providing anything to the game operator.
Quote from: Chris on September 24, 2010, 08:49:55 AMGames that are skill based, where time spend is irrelevant (or not such important) to victory are much more vulnerable.I don't buy it. [...] Torn City [...]
As for time spent being irrelevant, that style of game may "only require 5 minutes a day" to stay competitive, but that's because turns/energy/fuel/whatever is used as a limiter to prevent you from effectively playing for more than that - you can stay on 24/7 if you want, but, after 5 minutes, you're not really going to be able to do anything that affects the game.
...which then leads into my last "questioning BBG dogma" post (which I can't find at the moment to link to), in which I asked "why are BBGs so opposed to the idea that someone who plays the game for six hours a day might earn an advantage over someone else who only looks at it for five seconds on alternate Thursdays, unless the weather is nice out and they go play tennis instead?"
Also with very high quality games like WoW charging a flat $15/mo and $50 every 18 months. It's surprising why others are trying to charge that much for some of the additional features that WoW already woudl provide for the users.
@codestryke - The type of game you describe is, definitely, the hardest to make multi's harmless. However, it's a matter of balancing tactics. If there is a potential problem of gang-up attacks that you want to remove you'd have to make some design decisions to count it. Actually, the issue you describe is not a problem presented by multi-accounts. It's just an easy way to abuse broken game logic. There's nothing stopping a legitimate gang of players (say a bullying guild or whatever) from making a multitude of the smaller members attack someone and then the larger member goes in and delivers the coup de grace.
Yes, it is always possible for a legit group of players to do that. However, that involves sacrifice. They each take losses and run the risk of bringing retribution upon themselves whereas a player achieving it with 10 multis couldn't care less about that as they have an endless supply of throw-away accounts and the gain is purely theirs.
One of the things that no one touched upon is the playerbase perception of multis. For each player that wishes to multi, there are 5 that hate the idea. Even in games where it has little impact, people will still often feel as if they are being directly cheated themselves. That alone is not an idea that breeds happiness in a game.
Worse though is that many people will take that as a green light to push the envelope further in the gray areas. From the POV of a player: "If the game owner doesn't care about people with multis imbalancing their game, would they really care if I found some other underhanded method to gain an advantage?" Sadly, this is a mindset that I run across often in our games. It's amazing how people manage to justify things to themselves.
Yes, in a perfect world we would be able to design away any imbalances that multis create, but as has been stated a lot lately, it's a very slippery slope into the realm of losing features that the honest players truly value. From my experiences as both an owner and a player, I would much rather people be restricted to a single account with more freedoms than have multis with less features.
We have one running right now with a whopping 29 active players and people have already made purchases this round.
Excellent point. However, I almost wonder if you have any guilds who might have figured out that they could tell their newer members to attack with minor forces to soften opposition and then redistributing resources they acquire through conquering their opponent (I'm assuming this is what happens based upon what codestryke said in another thread). This means they can sacrifice the power of their lower-class members (who don't really suffer much because they're screwed against larger opponents anyways and rely upon the protection of more powerful members) to take out larger opponents. Which has the double impact of weaking their opposition and strengthening their own members.Don't get me wrong, I know it's a tightrope walking between these two things especially in games that are of the sort that you build power over time and you're able to weaken your opponents through attrition tactics. But this is a design flaw, not something unique to multi-accounts. Multi-accounts just gives the design flaw greater visibility.
The player perception is often greatly influenced by the designer's intent. Since most browser-based games these days limit multi-accounts, of course players are going to think anyone who does it is cheating (and rightly so in your game where that would definitely be exploitable). However, they might still perceive multi-accounts as being imbalanced but because they would rarely (if ever) actually see this imbalance in-game, they'd likely proceed exactly the same as if they weren't allowed.
Well, that's just basic human nature. lol "How can I turn this to my advantage?" These kind of players are actually good for a community though in the long-term. Especially if you have a group of players who seems really good at finding loopholes in your system. These are the players you should befriend and invite to your next game's closed alpha / beta before having a general release.
Again, I agree that it's a balancing act and I have nothing but respect for yourself and codestryke. I hope you realize that the tone of my message is not meant to belittle you or your knowledge in any way but to try and create an open discussion. This conversation between everyone on the board has been, in my opinion, one of the most valuable conversations budding designers can read on this forum. It shows different design philosophies, has people who have used some of these strategies voicing their opinions with data to back them up, and for each issue that comes up, there are suggestions for how to deal with it.
lol That's an odd number... is this one of your newer games? And are they members of other games who have enjoyed competing against one another? I can definitely see that being a contributing factor to some of them spending money for your games even though there are few players. The fun for them might come in the form of competing against a select set of individuals. I think Chris was talking more about if you're starting with a brand-new community.
I don't mind being proven wrong. Heck, I think I may actually enjoy being wrong most of the time because it gives me an opportunity to learn.
I think that's the main take-a-way point of this discussion is that most of the perceived imbalances of multi-accounts are actually abuses that are present in the system. To my mindset, as a designer, a multi-accounter is in no way different than a large group of players.
As far as intentionally limiting meaningful play... that's a concept that has never really sat well with me. In fact, that's part of the reason why I would be hesitant to pay to upgrade aspects of my account. Why should I pay $5 to get X component for a game I only play for 15 minutes?
But this is a design flaw
Quotelol That's an odd number... is this one of your newer games? And are they members of other games who have enjoyed competing against one another? I can definitely see that being a contributing factor to some of them spending money for your games even though there are few players. The fun for them might come in the form of competing against a select set of individuals. I think Chris was talking more about if you're starting with a brand-new community.heh I just happened to look over at the panel to see what we were up to since I knew it was low. It is one of the newer games, but not actually new. It was down for a while and we did a nearly silent relaunch for various reasons. While it's true that we do have a lot of... brand loyalty, I guess you could call it, the top spenders last round were brand new to XC Games. We see it a lot, a new player pops in and just gets so excited that they get a little spend-happy. We love them Wink
Also they're different worlds. For most pbbg players they've become accustomed to it... most people don't change it because they don't see any reason to even attempt to. Most games don't really attempt to raise the bar above what is common...Currently there's no push to leave those draconian laws... The PBBG needs some EXTREMELY HUGE game that comes out and does away with the draconian laws of old. Until then everyone's going to follow the flow.
Quote from: dsheroh on September 24, 2010, 09:43:58 AMQuote from: Chris on September 24, 2010, 08:49:55 AMGames that are skill based, where time spend is irrelevant (or not such important) to victory are much more vulnerable.I don't buy it. [...] Torn City [...] I'm not surprised :) Once again mafia games give bad reputation to the whole BBG genre and once again majority of players won't care and will continue playing this crap :)
QuoteAs for time spent being irrelevant, that style of game may "only require 5 minutes a day" to stay competitive, but that's because turns/energy/fuel/whatever is used as a limiter to prevent you from effectively playing for more than that - you can stay on 24/7 if you want, but, after 5 minutes, you're not really going to be able to do anything that affects the game. Exactly. You pinpointed the core of the traditional (or even any?) BBG. There are some limits that prevent you playing meaningfully (everywhere I posted "limit playing time" I meant "limit playing it meaningfully").
Quote...which then leads into my last "questioning BBG dogma" post (which I can't find at the moment to link to), in which I asked "why are BBGs so opposed to the idea that someone who plays the game for six hours a day might earn an advantage over someone else who only looks at it for five seconds on alternate Thursdays, unless the weather is nice out and they go play tennis instead?"Why would you want play games that let people with skills win over those who just mindlessly click buttons all day?
First, I'd like to say that everyone has great points these last few posts. I thrive on intellectual debates and I have generally beaten my ego into submission enough that I don't mind being proven wrong. Heck, I think I may actually enjoy being wrong most of the time because it gives me an opportunity to learn. :)
I say, learn lessons from the box games and apply them to how you make your browser-based games. This isn't comparing apples to oranges. It's comparing peaches to nectarines (different, yet very similar).
One of the things that no one touched upon is the playerbase perception of multis. For each player that wishes to multi, there are 5 that hate the idea. Even in games where it has little impact, people will still often feel as if they are being directly cheated themselves. That alone is not an idea that breeds happiness in a game. Worse though is that many people will take that as a green light to push the envelope further in the gray areas. From the POV of a player: "If the game owner doesn't care about people with multis imbalancing their game, would they really care if I found some other underhanded method to gain an advantage?"
Yes, in a perfect world we would be able to design away any imbalances that multis create, but as has been stated a lot lately, it's a very slippery slope into the realm of losing features that the honest players truly value.
Actually, apples and oranges are pretty similar.
no artificial "X turns per day" limitations
I still feel that my point stands, though: From what I've seen, it seems that the games with the strictest no-multi policies tend to also be the ones that require the least actual skill to play (well). If this is true, then it contradicts your assertion that BBGs limit multis because they're skill-based rather than time-based.
If BBGs are skill-based and not time-based, then why do they limit playing time? If "time spend is irrelevant to victory", then shouldn't I be able to put all the time into actually playing the game that I want (as opposed to, say, chatting while I wait for turns to regenerate), since that won't affect the outcome?
Furthermore, if such a distinction were accurate, I'd expect to see the opposite result, with the skill-based games allowing multis/alts (play on one character or a hundred, it won't have any effect because it's all about the player's skills) and the time-based games prohibiting them (because more characters allow you to put in more time and more accounts let you put in time on multiple characters simultaneously). I've never encountered anyone who has felt "cheated" by someone else having alts in an MMO, nor even anyone who hates the idea of them being in the game, because the game design and rules allow for them.
How many people have read the articles about Eve Online?
The whole "problem" is that JGadrow and dsheroh never played such games or played them a long time ago or don't like them or don't understand them, etc. Actually, the stuff discussed here doesn't have much to do with multis, but with a specific game type. The topic should be "Why people play games that have energy/turns and are reset periodically", only when you understand this you will be able to understand why multis are perceived as such problem in some (not all) game types.
These games are about "You have 1000 turns/energy total, use them the best way you can to get the most score/whatever". It's not that you have X turns per day. Not at all, the daily allocation is purely for other reasons (so players come back next day). The real thing is you have X turns for a whole game and that's how the best players think, calculate and talk. They talk like that "On day 10 of the round you should be getting 1000 gold per turn used, on day 100 you should get 2000 gold per turn". They also can give from their memory the current "ratio" of gold to turns and other bizzarie things like that
Have you ever played Heroes of Might & Magic? Have you ever tried to beat a scenario with the lowest possible turns taken? If you did you will like these games we talk here about, if you don't you probably will never understand the beauty of energy/turn based games.
Actually, the stuff discussed here doesn't have much to do with multis, but with a specific game type. The topic should be "Why people play games that have energy/turns and are reset periodically", only when you understand this you will be able to understand why multis are perceived as such problem in some (not all) game types.
The real thing is you have X turns for a whole game and that's how the best players think, calculate and talk. They talk like that "On day 10 of the round you should be getting 1000 gold per turn used, on day 100 you should get 2000 gold per turn". They also can give from their memory the current "ratio" of gold to turns and other bizzarie things like that
Because playing MMO - you can't split yourself into several persons, you can't play more characters at once, you have 1 timeframe and even if you have many accounts/character, you still be at 100% effectivity, not more, while when playing many of the BBGs when you set up e.g. 15 accounts, then it's like you 'somehow' got 1500% resource, army etc. gain
Seems to me anti-farming measures and anti-multi measures go against each other.
The other way is to make accounts not to have siginificant effect - but then we remove cooperation between players
I don't see a concrete way how to design game allowing multiple accounts while not tearing most other features apart
I honestly can't stand the comparison of PBBG's to boxed games nor can I stand it when people compare PBBG's to the majority of "games" on Facebook.
With the boxed games most of your content is based on PvE. Your excitement comes from attacking something in the environment and then you are rewarded for said conquest. So for this you need to continually add content as they do with boxed games. Most PBBG developers don't have the time to create content on that scale. Content takes time to create so much time that I bet it takes less time to work with multi's then it does to create said content
How many people have read the articles about Eve Online? There are at least 3 or 4 really articles about how one player rocked that entire game, so much so news outlets go nuts even telling the story. The reason this can even happen is because the game is open enough to allow such tactics...With the game of old we had and the new game we have coming I want to create that type of environment where there is a rush of playing against someone else and in doing so I'm going to need someone to referee the game It's a competition not a cooperation.
When playing such a game, it always feels like the reason for implementing turn limits is solely so that "casual" players have an easier time keeping up to the curve of "hardcore" players. But, miss even a single day and you'll quickly realize how false this notion is.
in most cases
maybe you miss a week
miss even a single day
I've tried to avoid going into the question of why BBGs are typically that type of game or of why people like that type of game
Like I asked in my last post, what specific features do you believe to be incompatible with allowing multis?
Quotemaybe you miss a week Bad luck You can still aim for lower final rank, but the 1st spot is out of reach for sure.
Most games require being online several times a day.
Majority/most is beyond my comprehention and unbelivably crappy.
If you plan to "miss a whole day" then online gaming is not for you.
Your playing patterns are simply too incompatible with majority or even bigger niches, no one make games for such audience.
I sympathize with you since I'm in the same situation. I want to have 1 or 2 days off in a week and therefore I can not find any (competitive) game to play... I wonder of there would be an extremely short game, like one that run for 7 days and then ends and ranking is shown, for people like us.
You get 100 gold per day, you can not increase it by any means, 1 soldier costs 10 gold, there is send gold feature. You create 50 accounts and send all gold to the main account each day.