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Post by Duchess of the Snow on May 21, 2013 19:50:23 GMT 10
Question and Answer 28 Anonymous asked: What ways are there to earn gems in the game? Monster drops, and the well-fed bonus are the two most well-known ways. There’s 4 other ways, but we prefer to let players discover these themselves. -------------------------------------------
Just putting this up guys so that everyone can see
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Post by Gaia on May 22, 2013 3:07:54 GMT 10
Im curious what those other ways will be. Ofcourse the familiar bonding gifts is one of them. And probably by digging them up, but that still leaves two ways unanswered! I can´t wait! Im loving the discussion too, btw! Tho I really get Eliskan´s opinion, about getting little reward for lots of work, Ive been playing an online game before where there was no possibility whatsover to earn premium currency except buying it with money. Also that premium currency definitly bought you skills and advantages and all the things you want but just cant get. With that being said, I guess y´all understand that I am more that satisfied with the way FR has organised things, with both being able to earn premium currency without having to buy it, and without needing premium currency to play a large part of the game. But I definitly get your point that it might be a bit slow to earn. I guess we´ll just have to wait and see what those two other ways to earn it are!
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Post by jcstitches on May 22, 2013 3:16:27 GMT 10
I'm thinking the Quests area could probably result in gems, but I don't know anything about it. It wasn't available in beta and it won't be available at launch.
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Post by warpwind on May 22, 2013 7:34:04 GMT 10
I imagine the 4 other ways mentioned would all be methods available at launch. Although I agree with you about gems likely being a part of the planned quest system.
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Post by The Opal Lady on May 22, 2013 8:39:01 GMT 10
My votes on...
Familiar Chests Digging them up The Quest Exalting (for higher level dragons, and still being rare drops) Potentially... pfff... OTL What's that one where you drop stuff into the cauldron then get other random stuff back? Or something. I dunno. Opal's having a brain fart.
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Post by jcstitches on May 22, 2013 8:43:13 GMT 10
Oh darn... what was it... um...Baldwin's Cauldron?
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Post by The Opal Lady on May 22, 2013 8:49:44 GMT 10
jcstitches : OTL I have no idea... something like that. The one with the Cauldron. Where you put stuff in and get other stuff in return. And stuff. >u>; I'm so well learned! I'd make an amazing helper to people on the site when it starts. OTL
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Post by Gaia on May 22, 2013 19:03:05 GMT 10
Baldwin's bubbly brew! Yeah that could be a good possibility for gem drops too!
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Post by Inventrix on May 25, 2013 2:25:08 GMT 10
I just read through this thread and it's all fascinating - because it's the completely opposite approach to what I think makes a solid game economy. >.>
Trying to figure out what a fair gem/treasure exchange rate ahead of time is a good idea, but if the game is designed well, they should naturally find a fair balance on their own within the game system. It sounds like that's what the admins are expecting to happen, too, so I'm personally interested in seeing how that goes and if it suffers from the almost inevitable inflation I've seen in every other game.
Two... themes, not really points, that came up, I thought were particularly interesting.
1) The implication that things being exclusively bought via gems makes those things effectively unobtainable for the vast majority of players who don't pay money. The way I generally see games with "cash shop" elements that don't provide a direct game advantage (which the ones in this game really don't) is around the cliche saying, "time is money". You can either spend time on the game, or you can spend money on the game, and there is usually a basic time-to-money conversion ratio. What that conversion ratio will end up being depends on a) the exchange rate between treasure and gems, and b) the average rate at which a determined player can earn treasure from the game. And that conversion ratio is the one which may or may not be fair. At this point, it's interesting to speculate but we really won't know.
2) The concept of "power" and it being buyable/desirable - my response to which I realized ties into what I just said about time versus money. The general intent of those kinds of cash shop systems is to provide a way to balance or make the game still be fun and playable for people who can't spend as much time in the game as others. And of course, some people will have both time and money... but personally, I can't see a major problem with that, since the "cash" currency is also game currency. If anything, that will make things like gem-only genes easier for people who only have time and not money to obtain, because there will be more gems in the economy and more of the gem-only genes and items in the system. And personally, I think that if a person's enjoyment of the game is directly dependent on comparing their collections or combat levels to the Best Players, then there will never be any new players and the game (which I would proclaim as very poorly designed) would stagnate, wither and die.
I hope (and believe) Flight Rising is a well-enough designed game that not being able to play it the most efficient and speedy way possible is not going to be a major point of failure, and I hope (and at least partly suspect) the gem income, treasure-to-gem conversion ratios, and gem-only items will settle to reasonable and achievable (though not easily) levels for the typical player within, probably, the first month.
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Post by Duchess of the Snow on May 25, 2013 10:29:30 GMT 10
Inventrix I greatly enjoyed reading your contribution to this discussion, thank you for posting it
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Post by Inventrix on May 25, 2013 10:47:37 GMT 10
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