On 7/10/2016 at 1:14 AM, Mecronmancer said:
Oh please. Go play Warframe, then tell me that SC has too many currencies.
On 7/10/2016 at 9:14 AM, Papitas said:
Apropiate and direct response to save the day! Mecron is our hero once again ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) (you got my thumb)
![:facepalm:](< base_url >/uploads/emoticons/014j.png “:facepalm:”) ![:facepalm:](<fileStore.core_Emoticons>/emoticons/facepalm.png “:facepalm:”)
Can’t blame people for ragetrolling out, when you two make such comments to be honest.
Generally, F2P games have a reputation for losing their focus on the economy, as they are often extended over the years, leading to hundreds of meta-currencies.
It’s easy to explain the move: you have players who sit on tons of currency A and B, your ingame currencies until now. You want to introduce new assets, and get players back to play, and stuff, without the hamsters of your playerbase to buy everything with A and B. So you introduce currency C, now completely new. Fair for all. Yeah.
If you watch f2p reviews, one of the first quality issues seems to be the currency systems; usually, and historically, games which rapidly extended currency systems, especially f2p titles, died in the same year. This “Currency Madness” is therefore an aspect of interest of critics. Even if it isn’t actually the cause of their deaths, because if we are truly honest, the first 10 years of F2P titles were already finished broken products, they tried to rebrand and resell over and over, because WoW was such a big success, and everybody wanted in on the money.
Currencies alone however aren’t the question, but how they work - how do you acquire them, and how can you exchange them. Games with trading systems like Neverwinter, e.g. have quite a proud amount of currencies, but you always feel, somehow you can transform A into B. Even Warframe has a trading system for most currencies or items, or even crafting systems for “groups”. SC has no such infrastructure.
Generally, people keep a distance from f2p titles with blown up currency systems. And this is knowledge from around 2009, when I was studying game design. It’s even more pronounced nowadays. Not that F2P has a good reputation overall anyway, but at least, it isn’t like it was 5 years ago.
There are enough f2p titles which keep currencies to a minimum: Dota 2 and Dirty Bomb e.g.
In fact, newly released F2P games usually try to minimize their currencies as much as possible, or try to get as linear as possible in unlocking.
I do not think, this is the only reason for quality however. It is more a sign of “being old”. I think, introducing new currencies as temporary “fairness method” is a good call. I think, the problem is, that SC does not have the infrastructure to support the current amount of currencies. You are not able to exchange them, trade them, and many have only one specific purpose, and one specific source of income, often bound to repeating tasks.
Overall, for us, who grew with it, it doesn’t pose such a big problem. I do not have a problem with most currencies - personally - but I think, at the same time, SC just does not have the player base and success yet, nor the infrastructure ingame, to support the amount of current currencies, without becoming actually becoming a sign of bad quality. I did have a problem with the non-reimbursement of rank-up rewards however.
So yeah. Millan is right. And the right thing to do, and suggest to the devs, is, to overthink and overhaul the current currency system, integrating everything again into the base, at some point. Or take the “increase of currencies” at least seriously, or build a good infrastructure around the currencies, so they have more purpose than one specific unlock.