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User: rudeboyintrouble

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  1. Re:And the LAND sharks?! on The World Oceans Now 70% Shark Free · · Score: 1

    Salsa shark...

  2. Benefit, Bonus and Booty - What about Value? on The Secret Life Of MMOG Characters · · Score: 2, Interesting

    Disclaimer: I don't claim to know anything about, well, anything.

    Sure, getting XP modifiers and offline cash and breast plate, etc. -while- absent is fine.. but why should you? What incentive does the ever-giving, limitless-supply, disneyworld factory conveyor belt of the MMORPG world have to fork out this stuff? Tax those that wish to -take advantage- of these systems..

    This is just an example of -one- application. The variables, adjustments and angles are limitless. You could SkillShop (TM)(R)(C)(patent pending) Foul Language. In this case, it would add .02% to the player's "to hit" probability percentile -for that skill-, per unit pre-purchased, but at the cost of being -kept- offline for 9.5 hours AND 100 gold pieces.. value dependant on exchange rate.

    Choose skills you'd like to -invest- in while offline. Not just expect a return for showing up. Like being a deadbeat dad and coming back to a brand new house.

    Multiple benefits in that the worlds will be less crowded with AFK'ers, who will be 'active' in the world, but identified as offline (maybe even with a countdown counter for all to see), who, for a fee and some time to read or cook or walk or enjoy a movie, or find a real life mate, could enhance everyone's online experience and fill pockets at the same time.

    Those in it for a quick boost give the server less time to rest but the local economy benefits from the higher rates and the need for (?) trainers, facilities, materials consumed, produced or processed, etc.

    Logoff options:

    Combat:
    [ ](42m/5g) [ ](24m/15g) [ ](15m/35g) Flame Punch +.15
    [4](44m/7g) [ ](27m/18g) [ ](15m/35g) Spinning Kick +.12
    [6](90m/5g) [ ](45m/14g) [2](15m/35g) Foul Language +.02

    General:
    [ ](32m/7g) [ ](17m/16g) [ ](15m/35g) Legs - Running Skill + .05
    [ ](47m/8g) [ ](19m/15g) [ ](15m/35g) Arms - Grab/Climb Skill +.03
    [ ](48m/9g) [ ](19m/13g) [ ](15m/35g) Mind - Dodge Skill +.01

    Collected funds could be rerouted back into the community, providing a pool of earnable offline income. As a "Foul Language Master" you could offer rogue non-NPC training at lower (higher?) rates (in remote areas or 'villages' with no trainers). Rare skills can be got by meeting (and paying/partying with) strangers. Bartering Skills/Product?

    2D avatar chat could be offered as a waiting-room or lobby experience. parlor games, voice chat, etc. etc. etc. without the hangup of walking long distances, grinding away at mobs or other repetitive tasks.

    Now, mix in the model of 'play for free, upgrades for Real Money' and the game companies might have a new cash cow. Deep pocket heroes. An uber-skilled, well-funded player who is hardly ever online due to constant offline-training-time.

    but, whatever happened to .. roll the dice ..?

  3. Benefit, Bonus and Booty - What about value? on Making A Living In Second Life · · Score: 1

    Disclaimer: I don't claim to know anything about any of these games' models.

    Sure, getting XP modifiers and offline cash and breast plate, etc. -while- absent is fine.. but why should you?

    What incentive does the ever-giving, limitless-supply, disneyworld factory conveyor belt of the MMORPG world have to fork out this stuff?

    Tax those that wish to -take advantage- of these systems..

    This is just an example of -one- application. The variables, adjustments and angles are limitless. You could SkillShop (TM)(R)(C)(patent pending) Foul Language. In this case, it would add .02% to the player's "to hit" probability percentile -for that skill-, per unit pre-purchased, but at the cost of being -kept- offline for 9.5 hours AND 100 gold pieces.. value dependant on exchange rate. those in it for a quick boost give the server less time to rest but the local economy benefits from the need of (?) trainers, facilities, materials consumed, produced or processed, etc.

    Logoff options:

    Combat:
    [ ](42m/5g) [ ](24m/15g) [ ](15m/35g) Flame Punch +.15
    [4](44m/7g) [ ](27m/18g) [ ](15m/35g) Spinning Kick +.12
    [6](90m/5g) [ ](45m/14g) [2](15m/35g) Foul Language +.02

    General:
    [ ](32m/7g) [ ](17m/16g) [ ](15m/35g) Legs - Running Skill + .05
    [ ](47m/8g) [ ](19m/15g) [ ](15m/35g) Arms - Grab/Climb Skill +.03
    [ ](48m/9g) [ ](19m/13g) [ ](15m/35g) Mind - Dodge Skill +.01

    Collected funds could be rerouted back into the community, providing a pool of earnable offline income. As a "Foul Lanauge Trainer" you could offer rogue non-NPC training at lower (higher?) rates (in remote areas or 'villages' with no trainers. Rare skills can be got by meeting (and paying/partying with) strangers. Maybe 2D avatar chat could be offered as a waiting-room or lobby experience. parlor games, voice chat, etc. etc. etc. without the hangup of walking long distances, grinding away at mobs or other repetitive tasks.

    Choose skills you'd like to -invest- in while offline. Not just expect a return for showing up. Like being a deadbeat dad and coming back to a brand new house.

    Multiple benefits in that the worlds will be less crowded with AFK'ers, who will be 'active' in the world, but identified as offline (maybe even with a countdown counter for all to see), who, for a fee and some time to read or cook or walk or enjoy a movie, or find a real life mate, could enhance their online experience and their peers' pockets at the same time.

    now, mix in the model of 'play for free, upgrades for Real Money' and the game companies might have a new cash cow. Deep pocket heroes. An uber-skilled, well-funded player who is hardly ever online due to constant offline-training-time.

    whatever happened to .. roll the dice ..?