Quote:
Originally Posted by lemming
You don't see an issue with that?
>_>
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No because it is an extension of what already exists in the game - heroes.
If the mercenary heroes could use PvE-only skills while regular heroes couldn't, that would be an obvious advantage. But since mercenary heroes behave like already existent heroes (other than appearance/names) I don't see how it is an advantage.
For example the introduction of profession agnostic PvE-only skills in EotN was a much bigger departure and gave a much bigger advantage to the players that owned/own EotN over those that didn't/don't.
Yet, everyone just assumes all players own EotN - EotN is canon, mercenary heroes aren't.
Why is that? Both were created by Anet after all.
Other than the fact one was available as a boxed product and the other isn't, both in essence are game enhancers and extend the amount of game time.
Additionally, full parties of the same profession can be recreated in game without mercenary heroes in case they confer any advantage in terms of killing/completion speed. I can't simply ignore that you can party with other people in this game.
For example the BMP offer weapon skins that can't be recreated in game, but offer no advantage in terms of killing speed.
Where is the line drawn then?
The line is drawn if something confers a killing/completion speed advantage that can't be recreated in game by any other means.
A weapon that exceeded max damage found in game, for example. An inscription that exceeded the game status.
What about new professions/and or skills?
I'm a bit more concerned with that. Something that extends/improve current content is alright. Something that changes existent content is much more worrisome and depends of how it is implemented. Ursan Blessing and Shadow Form (still a problem) comes to mind. On the other hand prophecies mobs always had big problems dealing with professions like paragons, for example. I for myself would just buy the profession and the slot to make the character since a few hundred hours of game play seem decent.
Would I rather that everything that is in the online store was free?
Sure.
But as I said in a previous post, there is no harm in charging for something that adds game play value to the game.
Quote:
Originally Posted by Star_Jewel
Isn't "fun" the point of the game? Isn't "fun" the point of new content, new stuff? So if they decide to start charging money for any additional "fun" feature, we should shrug it off? At what point does charging for the "fun" change the game from free-to-play to pay-to-play?
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The game was supposed to have a new campaign every 6 months, so you would be paying something like $100 a year or $8.33 a month. The advantage over traditional pay to play MMORPG is that you were free to make the investment at any time and if you decided to take a break for a few months and then return you wouldn't be competitively hindered.
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It would also be fun if after all these fights over here Anet would just turn up on the 6th birthday and said "Surprise, 2 merc heroes slots for everyone!". Would be nice to have all my 10 chars available.