Travis wrote:
HoL Points - We've been wondering what to do with training after the maximum levels have been reached in celebrity and charity, and an idea that Walter had was to convert those levels beyond 50 into points that accumulate into a pool and are used as a criterion in determining which players are admitted into the Hall of Legends. You should be able to see your HoL score from your player's page now.
Canonico wrote:Travis wrote:
HoL Points - We've been wondering what to do with training after the maximum levels have been reached in celebrity and charity, and an idea that Walter had was to convert those levels beyond 50 into points that accumulate into a pool and are used as a criterion in determining which players are admitted into the Hall of Legends. You should be able to see your HoL score from your player's page now.
What the hey, what does reaching level 50 in celebrity and in charity, has to do with HoL? I know i must be missing something here!?
mikelust1977 wrote:Canonico wrote:What the hey, what does reaching level 50 in celebrity and in charity, has to do with HoL? I know i must be missing something here!?
Must have to have full training to be in the HoL? At least that is what i am getting at on this
Dag Gummit wrote:
My understanding on Training and HoL stuff so far is this:
- There are endorsements for Celebrity and Charity up to lv50
- After hitting lv50 in all three training categories, those points are then used (as one piece) to calculate HoL status in the future
tomLitton wrote:My opinion (and I fully admit i may be way of base here): You should be able to make enough money to support at least a couple full time employees. You just need to entice people to spend a bit more.
My suggestions:
* Raise your prices slightly. Not enough to discourage people from purchasing though.
* Increase the number of game changers allowed (or introduce a new concept(s) that boost players, such as equipment)
* Introduce a game changer slot that boosts the team the player is on.
* Allow purchase of player and team upgrades that have increasing costs (So the first one costs 200 influence, the second costs 400, the third 800, etc).
* Reduce the amount of exp given out for a player after a few levels to encourage people to buy exp boosting upgrades.
* Increase the cost of training to encourage players to purchase more salary boosting upgrades (or invent new reasons to spend cash).
I would concentrate more on boosts to exp and cash, rather than (potentially game breaking) stats boosts though.
mikelust1977 wrote:I 100% disagree on raising the prices. We already have a lack of owners and making things cost more, will cause less human owned teams as they will not pay more.
having more game changers is more ways for the rich to get rich and cause the game not to be fun.
Player game changers to effect someone elses team is also a bad idea, what if the team owner doesnt want that game changer.
Reducing expereience to almost require people to pay for the game, will drop owners and players fast.
you must have no experience in these games. Most of the things you listed here will cause dropped ownership and scouts. as all of these are bad ideas.tomLitton wrote:My opinion (and I fully admit i may be way of base here): You should be able to make enough money to support at least a couple full time employees. You just need to entice people to spend a bit more.
My suggestions:
* Raise your prices slightly. Not enough to discourage people from purchasing though.
* Increase the number of game changers allowed (or introduce a new concept(s) that boost players, such as equipment)
* Introduce a game changer slot that boosts the team the player is on.
* Allow purchase of player and team upgrades that have increasing costs (So the first one costs 200 influence, the second costs 400, the third 800, etc).
* Reduce the amount of exp given out for a player after a few levels to encourage people to buy exp boosting upgrades.
* Increase the cost of training to encourage players to purchase more salary boosting upgrades (or invent new reasons to spend cash).
I would concentrate more on boosts to exp and cash, rather than (potentially game breaking) stats boosts though.
Dag Gummit wrote:Said HoL eligibility will likely(/hopefully) be dependent on other factors more than simply stats OR training levels
mikelust1977 wrote:I 100% disagree on raising the prices. We already have a lack of owners and making things cost more, will cause less human owned teams as they will not pay more.
having more game changers is more ways for the rich to get rich and cause the game not to be fun.
Player game changers to effect someone elses team is also a bad idea, what if the team owner doesnt want that game changer.
Reducing expereience to almost require people to pay for the game, will drop owners and players fast.
you must have no experience in these games. Most of the things you listed here will cause dropped ownership and scouts. as all of these are bad ideas.tomLitton wrote:My opinion (and I fully admit i may be way of base here): You should be able to make enough money to support at least a couple full time employees. You just need to entice people to spend a bit more.
My suggestions:
* Raise your prices slightly. Not enough to discourage people from purchasing though.
* Increase the number of game changers allowed (or introduce a new concept(s) that boost players, such as equipment)
* Introduce a game changer slot that boosts the team the player is on.
* Allow purchase of player and team upgrades that have increasing costs (So the first one costs 200 influence, the second costs 400, the third 800, etc).
* Reduce the amount of exp given out for a player after a few levels to encourage people to buy exp boosting upgrades.
* Increase the cost of training to encourage players to purchase more salary boosting upgrades (or invent new reasons to spend cash).
I would concentrate more on boosts to exp and cash, rather than (potentially game breaking) stats boosts though.
Canonico wrote:What the hey, what does reaching level 50 in celebrity and in charity, has to do with HoL? I know i must be missing something here!?
Travis wrote:Canonico wrote:What the hey, what does reaching level 50 in celebrity and in charity, has to do with HoL? I know i must be missing something here!?
Not a whole lot, really. It's just going to be one criterion.
tomLitton wrote:Yes, i don't have much experience with these types of games, and i don't have a ton of experience with this game in particular. My suggestions were based on things i've seen from other MMO games that are f2p with micro transactions.
If the game isn't bringing in enough money to support at least a couple of full time jobs at this point, then i worry about the game's future. At least enough that i'm not going to purchase more influence than i need at the moment.
What do you suggest?
dv2325 wrote:The oldest players are only 31 years old. Lets hold off on judging the HofL system still we actually have players that start reaching retirement status. This is still seasons away.
tomLitton wrote:If the game isn't bringing in enough money to support at least a couple of full time jobs at this point, then i worry about the game's future. At least enough that i'm not going to purchase more influence than i need at the moment.
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