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This is a discussion on "Pay-to-Play vs. Pay-to-Advance" in the Top Mud Sites Tavern of the Blue Hand forum : To delve a bit deeper, I'd say that PvP is dependant equally on three factors. 1. Credits 2. System 3. Knowledge - Of PK in general and of your system To a lesser extent, reflexes, or hand-eye coordination. The 'twitch' factor. The best PKers, and I mean the ones who are almost never beaten 1 on 1 and are legends in their respective games, possess all three. They have a full set of artifacts to enhance their offensive and defensive capabilities, they have an extremely elaborate system that allows them to swiftly defend against and counter any single skill ... |
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#151 |
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Member
Join Date: Mar 2005
Posts: 41
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To delve a bit deeper, I'd say that PvP is dependant equally on three factors.
1. Credits 2. System 3. Knowledge - Of PK in general and of your system To a lesser extent, reflexes, or hand-eye coordination. The 'twitch' factor. The best PKers, and I mean the ones who are almost never beaten 1 on 1 and are legends in their respective games, possess all three. They have a full set of artifacts to enhance their offensive and defensive capabilities, they have an extremely elaborate system that allows them to swiftly defend against and counter any single skill or combination of skills in the game as best as possible, and they have a flawless knowledge of how that system works; how it will react in any given situation, what every single alias and hotkey does, and when to use them. Reflexes are also important, because in the heat of combat you'll be slamming in commands at a very high rate. A good IRE fight is the spammiest thing you'll ever see, and it can be hard to analyze all the things popping up. You can buy a million credits and still die. You can buy a perfected system and still die. If you master one or two of these three elements you'll be a contender. Although someone with few artifacts will die 1 vs 1 against someone with a lot of them, assuming they are of a roughly equal skill level, they will still put up quite a fight. In Lusternia, at least, almost all important PvP occurs in fairly large group battles, and even without credits you'll still be able to kill the weaker enemies, soften their most powerful fighters, and support your allies with healing and buff magic. |
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#152 | |||
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New Member
Join Date: Jan 2005
Posts: 16
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Quote:
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As for systematic, well, I guess that's your interpretation as well. You don't think being helpful to newbies or being a good artist (for example) are "something you can deliberately plan and repeatedly do" for some reason. Literally the ONLY thing left completely to chance is the lottery. And given enough repetitions, you can probably plan on that too. *g* (Argh, I apologize for the crap quoting, this forum seems set on mucking it up...) |
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#153 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,536
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It's one thing to argue that you can play the game for free, but quite another to claim that all aspects of it are free. The credits enter gameplay through the expenditure of money, therefore they are not a free resource, and therefore aspects of gameplay which require them are not 'free'. |
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#154 | ||
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New Member
Join Date: Jan 2005
Posts: 16
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As an aside, I challenge you to find something, MUD or anything else, where nobody has ever paid anything along the line to get it (air and sometimes water were my trivial examples that fit, but are obviously not valid to prove your point). |
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#155 |
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Member
Join Date: Sep 2003
Posts: 84
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Yeah! By that logic, the Carrion Fields can't be 100% free. Someone had to pay for the servers and bandwidth, and the electricty bills, and all the rest. False advertising!
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#156 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,536
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However it is completely 'free to play'. As a customer, there are no aspects of the game which are unlocked with real-life money. |
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#157 |
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Member
Join Date: May 2005
Posts: 56
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Wow, I suddenly see the legendary the_logos "cronies"... In short, I agree with everything KaVir posted. There's technically no free way to unlock everything in the game. The credits players are selling did not fall out of the sky, although I'd love it if they did, they do not. So, how DO you define your game as a free to play Mud (free to play not free to host/create) when it is not possible to unlock everything without someone paying IRE?
Heres yet another example, of how buying credits give you a large advantage over those who haven't bought them... I have a friend, who has been granted 75 credits for being there when the game was in open beta testing... I am now an equal level to him, a little higher actually. Yet he is still 200% of my might. He has transcended a skill, (meaning he has mastered it) and is working on a second one... I however, have not transed a skill yet, and I have put all lessons into pretty much one skill. If you dont know the difference between a player who has transed a skill and one who has not, its a big difference in ability to gain exp. Soon I'll probably have put more hours into the game too. My point in these are to stress how much pay for perks does in reality surpass skill. You can exaggerate it and say that someone who doesnt know how to play the game and has bought perks is not better than someone who has played the game for years, but thats just folly to even compare. |
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