
(05-03-2014, 05:05 PM)Twinflame Wrote: From my perspective it's probably more that they don't want everyone to have a house. Remember that Yoshi was concerned that if he lowered the price on FC Housing, all the FCs might actually buy houses? Like, the content might actually get used? I think he's worried about server space and being able to run enough instances of the housing neighborhoods in order for everyone to have their own houses. Much less everyone have houses on their alts.
I think that this problem, just like so many others the game has, goes back to not investing in servers of sufficient number, power and size.
Oh, eesh, I didn't actually know that. I errr. . .don't really pay much attention to what the developers say, overall. I just picked up the game a few months ago, too. Still! That's an interesting point and makes a lot of sense. If only I could be a fly on the wall. . .
(05-03-2014, 05:12 PM)Naunet Wrote: You can prevent people from getting "tired of it" by baking the experience into the entire game. Put in various housing items and upgrades for people to work for as they level (e.g. from various GC ranks, from completing certain side quests or particularly momentous story turns, as themed drops from dungeons, rewards for achievements) and in endgame (e.g.... everything I listed prior, plus stuff from all the endgame content we already have). That way it is a constantly evolving experience, and there are constantly new stretch goals to work towards. Suddenly the feature becomes fun and engaging and long-lived rather than, "Well I'll grind to 50 and grind X amount of gold and then I'm pretty much done."
Even assuming this is a problem after Twinflame's post (his really does make a lot of sense to me, but then again I really know almost nothing about development), it maybe could be a matter of the content team being inefficient or slow to the point that they don't have enough of that extra stuff ready for the initial launch? In the games I've played it does seem like initially (for things added on after the release of the game) there will be a high barrier to entry that gradually gets reduced over time as the game ages and other stuff is added.
It's kinda like the whole thing with Doublefine. You know, they asked for x amount of money, got more than they needed, decided to upgrade the game. Several months later they run out of money, eventually leading to them needing to split the game in two to help ensure that they could even finish the thing. Watching the pieces of the documentary (which I still need to finish) was certainly very interesting from that perspective, with all of their teams, where they spent their time (and how much time certain stages took) and costs and whatnot.
As for the alts -- yeah, I couldn't tell you. I have absolutely no insight into what their internal goals are and where they're looking to make longterm profits. I just like to think that there must be a reason, because in times like these I would just prefer to be an ignorant optimist -- picking my battles of despairing of what looks like stupidity from an outside perspective, as it were.