NOTE: This is presented in reverse order, conclusions first, groundwork second. Apologies for the length, though most of the space is taken by quotes.Conclusion:Our accepted test is this:
"Does a proposed measure (M) allow a player to 'buy power'?"Of the measures so far proposed, we have seen a few
Types of Measures:
Those That Pass:
Buying Access:
Access to Game;
Access to Content (i.e., areas, social structures, &c.).
Those That Fail:
Buying Power:
Buying Character Power (i.e., exp boost, &c.);
Buying Goods;
Buying Protection for power (either for goods or for character power).
If we disagree on my pass/fails, we must either:
(A) Reject our
Test (i.e., we must accept the "buying of power");
(B) Object to my
Types of Measures (i.e., to argue that a certain classification, such as
Buying Protection, does not fail our test);
(C) Or object to my
Classification of a
particular Measure as a
particular Type (i.e., a certain M does not constitute
Buying Protection).
---------------------------------------------------------------------------------------------------------------------
Groundwork:I don't think a special item is so good, though, because this allows people to essentially buy their power--we can't unbalance the game just because they have money.
Herein lies the problem. Our test then, is this:
"Does a proposed measure (M) allow a player to 'buy power'?"So which of the suggested measures do not pass our test, and why?From Draco:
(1) Giving bonuses for paying customers...
- (a) access to special dungeons
- (a) special quests
- (b) +X% EXP
(2) Get points to use special item from the Geosids
: say $5 gets you 2,500 points...
: you spend 300 and you can use a temporary NDNT Soul Drainer (weapon); the item would last say 3 days; then break and disappear.
: you can spend 500 to be granted a special personal buff, something like +3% EXP for a duration.
(3) Restricting unpaid accounts from easily logging in during high population times.
(4) Limited XX Hours per day.
(1) Here we really have two suggestions: (a)
buying access to content, and (b)
buying power. Clearly (a) fails, but (b) passes.
(2)
Buying power/goods: Fails.
(3)
Buying access to game itself: Passes.
(4)
Buying access to game itself: Passes.
From Karl:
(5) Players pay to ... gain access to a shrine at a lower level than is otherwise allowed ... These shrines would be available to everyone at a certain level.
(6) Players lose EXP when they die, unless they use points to remove this effect.
(7) Players can buy "protection" for an item they own, which will cause it to become NDNT. Possibly, this NDNT could be non-permanent (based of # of deaths, time period)
(8) Forming a permanent "guild" has a start-up cost.
(9) Joining a guild could cost $$ also.
(10) It could be set up such that a guild gets "guild points" based on how much they charge to admit new members. These guild points could be used to buy guildhalls, castles, shared mounts, territory, items, upgrades for owned structures (such as guards), etc...
(5)
Buying access to content: Passes.
(6)
Buying protection: This is essentially the same as
buying power. Therefore: Fails.
(7)
Buying protection: Fails.
(8)
Buying access to (social) content: Passes.
(9)
Buying access to (social) content: Passes.
(10)
Buying goods: Fails.