People against Alts or multiboxes as they call it...................

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Comments

  • automatorzeroautomatorzero Posts: 0Member Beginner

    Nevermind, I just read Papaya's TOS on multi accounting.


    "Each character has a limited number of Skill slots.
    Therefore, in order for players to enjoy everything UWO has to offer,
    we understand it is necessary to use multiple characters
    at the same time."


    Since it's endorsed by the game masters, I don't see how anyone could complain about it or call it cheating.

  • CulvernCulvern Posts: 646Member Intermediate
    It's not the use of alt toons for storage or even playing a totally different type of toon that people have an issue with.
    It is the use of multiboxing just to make billions a day doing nanban. With that much extra cash being Created from thin air it dilutes the cash and inflation rises. This means that to keep up with prices everyone will need to multibox. It's just not good for the game community.
  • LerxstLerxst Posts: 111Member Trainee
    @automatorzero 

    Multiple accounts mean that much more chance of people spending money in the cash shop. Period. Do you think a company that would profit off of the cash shop would introduce a rule that would limit the cash shop's use?

    Regardless of Papaya's TOS, it kills the long-term game. 
  • aceman39aceman39 Posts: 943Member Intermediate
    @Lerxst people who use alts does not kill the long term game. Why not stop trying to blame people using alts damn
  • CulvernCulvern Posts: 646Member Intermediate
    @lexrst. In most cases the people who multibox spend less in the cash shops. Their 4 alts never need anything at all, no gear, boosts, or ship mods. They just follow the main and act as extra ship hold space.
    And since the person then makes 5x more ducats from each nanban run, the main has the ducats to purchase needed items without using the cash shop themselves.

  • JustToTalkJustToTalk Posts: 59Member Beginner
    Let me get one thing straight, so listen it up carefully.


    There are currently 5 servers of uwo in the world. No1, Japan. No2, Taiwan. No3, HongKong. No4, China. No5, Papaya.

    This is the current state of uwo in each uwo servers.

    No1, Japan, considered the best servers for uwo, but they are pay to play monthly.

    No2,3,4, Chinese servers, I am not sure about China, but in Taiwan and HongKong, you can see one person running a lot of toons. A lot here I means, up to 100 toons -- At the same time. 
    (No offense, if I am a new player and I happen to see this, it has a chance of 99.99% I will quit the game immediately)

    If you want to make yourself as a different uwo server than the other, there is one thing we can do at this point.

    Make your server, clean of multis, and then you will have your customer.

    It is the environment I am talking about. And this environment comes from your game policy, and how serious you plan to enforce your rule.
    Ingean
  • lefox271lefox271 Posts: 495Member Intermediate
    The main customers here are the long-term players. And the majority of players who express an opinion on this forum seem to be either in favour of allowing Alts, or don't mind either way. 

    The fact there is only a relatively small player population and that the game is not attracting gamers in large numbers is a different problem entirely.

    This is an old game. It will struggle to compete with modern games with their high-end graphics and now even virtual reality. That's why it doesn't attract masses of players.

    Sure it's a unique game - but that just makes it even more niche.

    Messing around with the detail is never going to make a big difference.
    Ingean
  • JustToTalkJustToTalk Posts: 59Member Beginner
    I have been to Taiwan server, so I know your point exactly. I understand your points, but do you understand mine?


    First, can you compete with Taiwan server? Unlimited alts.

    Second, do you think merely a player can manage up to 100 alts at the same time, by using their hands?

    Third, how long you can survive with your small cluster of customers? 


    "Free-to-play" game consist 2 types of gamers. One of them are spenders. One of them do not spend, or spend very less. If its only one of them, the spender, then its a "pay-to-play" game like the Japan. 

    The non-paying gamers will always be the preys and the paying gamers will always be the hunters. 

    And your job, is just to manage the game, that the hunters are happy when they hunt, and the preys can still survive when they play. OGP bias on the preys too much, the hunters are unhappy. But you bias on the hunters too much, the preys cannot survive.

    When the balance collapsed, the game structure eventually collapse, what do hunters do in a game who has no preys?

    When you can provide a healthy gaming environment, your customers are worldwide, not to a small cluster of players by their own preferences. 




    Next concern, the game is old. It cannot compete with modern game which runs with high end pc. It is true, yet it is not true.

    I have the kind of pc which can run very high end graphic game, yet I play uwo for years. In Taiwan server, do you think a cheap pc can handle so many alts? Why these high end pc users still play uwo?

    Uwo, is a game of encyclopedia. It is not just one "boring and outdated typical old game" that you can finish in a day or two. 

    The "trend", that makes the player lean to "multis" and "alts", is because the game is too huge, too vast. It is not because the game naturally "needs to be multied so it is playable in the first place".

    Uwo is a great game. Players from before and in the future leaves, for a reason. Each of them leaves, for a reason. It is not the reason "because the game is old".

    Find out exactly what those reasons are, solve it, and you will see uwo as a massive online game again. 

    If I were Papaya, I will take this as a challenge to myself. And once I achieve a result, I can bargain better with Koei in the future. 

    The game will not survive with its current state.The choice is simple, if they want to do something, do it now. If they do not want to, just leave it then. There is no time to "afk".
    TwitchalotIngean
  • lefox271lefox271 Posts: 495Member Intermediate
    I suspect the only reason UWO was more popular in the beginning was because it attracted people who played solo when it was a game on PC.

    The games with big player populations seem to have adopted some form of 'battle-ground' format. There are published industry stats showing this. So it's not just graphics which makes UWO old-fashioned. It's not a modern style of game.

    So yeah I agree. People don't leave because it's an old game. But I'm saying people will not join in big numbers because it's not a fashionable game. It's not a game people are talking about. There's no 'street cred' in playing it.

    But look - we don't have to agree. Time will tell. I think it will survive a few more years yet, but probably with a slowly diminishing player base.

    That's why I say tinkering with the game mechanics or playing environment won't make much difference.
    Ingean
  • lokked1lokked1 Posts: 8Member Beginner
    The problem with some games is that their is a large advantage created by running multiple copies of the game. Most of you in this thread have nothing better to say except "Multi is bad. Make no multis plx". Do you even understand the problem? Or are you just ranting about how unfair life is?

    Commonly Multibox'd Types of Games of Today:
    World of Warcraft-esque - They removed /follow in Battlegrounds. They made positioning important in certain Boss encounters. They created/changed abilities to make positioning more important in PvP encounters. These types of game, now adays have more and more focus on positioning (Ground Effects, Targetted AE Effects, Hit-Box style combat), something difficult for Multiboxers.

    ARPGs (Diablo III) - Encounters put clumped-up parties at a disadvantage. The game is made to be played in a non-button-mashing manner at high levels. More or less impossible for Multiboxers to be competitive. Loot/money is locked to an individual (very limited trading). Online ARPGs are fun to Multibox, but offer very little advantage, as they become very inefficient at high levels.

    What could make UWO more of a pain in the ass to Multibox? Some little things, like disabling Follow in towns, causing Winds or Wave Breaks at sea to cause the follower to stop following Admiral (requires them to reselect Follow Admiral). Think about little things like this to make what they do difficult, but not impossible, and keep in mind that you'd be affecting everyone who decides to Fleet.

    Some obvious solutions are to remove the desire to multibox, but this would eat into the publisher's revenue stream. This would be things like increasing Skill Limits and Inventory Space.
    THawk420aceman39
  • aceman39aceman39 Posts: 943Member Intermediate
    Bump
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