Preface: Maybe I didn't fully understand the discussion, but here's my
n00b perspective. (sorry for the extra long blog)
what really bugged me was seeing the
hypothetical of someone of lower level (the example of level 10 was used several times...)
getting hospitalized for like 1000 minutes by some level 40 guy.
What happens is there is a really expensive stimpack situation, or I log out cause I can't do
jack shit, and eventually forget to log in for a few hours.
Then I remember to log in.
Surprise, I'm hospitalized again.
can't be active.
Log in the next day.
Soon it's just not worth logging in just to see if I can even play at all.
I guarantee you, I'd quit, and
I know I wouldn't be the only one. Games should be enjoyable and accessible
to those who take the time to
get involved. Losing is part of the enjoyment, of course, because you have
to grow your online character,
and as you see yourself develop, you lose less often etc. But preventing
the growth in the first place is a terrible idea.
It's concepts like this that prevent me from actually donating any real life cash.
Why would I "donate" (pay for) a GAME when the potential that I will be
completely prevented from playing it exists on a constant basis?
People join a game specifically, duh, so they can play, not wait out
their injuries over several hours.
It's like buying a Wii, then having someone just take it away for however long they want,
whenever they feel like it. Sure there's supposed to be some reflection of real life gang situations
but this kind of repercussive system would only result in a much smaller player base.
"if you can't hang with that kind of gang warfare, don't play"
..."Hey, sounds great. see ya'llz in a different game, then."
You see what I'm getting at?
Secondarily, gangs getting pwned at 3 am and then losing slots: Without even
being aware, someone is potentially removed from the gang. (I guess that
point is now moot and not happening?) I just want to chime in and
agree that this in particular was a horrible idea.
There should be definite rewards and penalties in gang wars (not sure I understand the separate category of gang "battles").. I like the gang points and other ideas such as not being able to declare war for time periods, etc...
I guess where I'm coming from is - level 1-4 were so infuriatingly slow to gain levels in the first place, not to mention trying to get any money or skills, i nearly quit right off the bat. making that process even more difficult will completely alienate potential new players.
If that's the goal, then go for it. |