4:39pm Jan 9 2018 (last edited on 6:19pm Jan 9 2018)
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Normal User
Posts: 443
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Thanks Pega! I see what you mean. I was wrong about that and I have definitely reconsidered my position and changed what I had written up there. :) I think it's still perceived as a bit of a disparity to users, so I've left it as a point for consideration.
* Edit - I'd love to hear from more staff too! If this is an unfair evaluation of the situation please let me know and help us users to understand. I'd love to know your thoughts on the class subject in general! :)
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9:09pm Jan 9 2018
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Normal User
Posts: 2,704
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You have my support for this. Having Rancher and Merchant as distinct classes was great back when there were also two other classes to choose from - Society and Troupe. Now, however, the site has degenerated so much that some people (myself included) get on solely to do their daily things, check tills, then leave, because there isn't enough to keep them occupied. If the Rancher and Merchant classes were abolished and everyone had the ability to do MORE, I feel that more users (myself included) would be more active on the site.
Officially the Albino Veram King.55/100 albino Veram
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9:00am Jan 10 2018 (last edited on 11:32am Jan 12 2018)
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Artist
Posts: 3,204
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(Sticking my head in again)
I think you misread my post
“I don’t mean ‘only people on Scria can have a merchant shop’ or ‘only people on Relcore can have a rancher shop’ etc”
K1r is another issue entirely for me. It’s another thing that I used to think was a fine system for getting rid of pets, it really does help but I don’t think it’s really enough any more, plus I think the pet market is slightly ridiculous. Idk |D I guess that’s a different matter
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4:34pm Jan 10 2018
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Normal User
Posts: 443
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OH JEEZ I'm so sorry Zen! I'm such a space cadet. I was definitely rushing I'm sorry! ;.; There's also probably 837453849 typos & mistakes in my first post, when I have time I'll try to clean it up and make it less of a "stream of consciousness" mess, sorry about that. If there's anything up there that sucks/makes poor sense please yell at me.
As for Kir - I honestly think getting rid of classes would improve Kir a lot, just by having more people hatching pets and playing Kir (I don't think merchants currently play Kir - it makes more sense to do Kir if you have 3 hatches to work with). When Kir was first created it was obviously the easiest - the market was full of high-colored pets that went for cheap. Users who started Kir back then have a huge advantage over anyone that wants to start now.
The number of active users logging in every day to hatch has decreased significantly since then, making Kir exponentially harder. But it use to function pretty well with more users. (I'm sure you know all this, but for anyone who doesn't..)
It probably won't totally fix it initially. But if getting rid of classes proves to help retain users and therefor increase the number of new users sticking around, in time I think it will.
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10:14pm Jan 10 2018
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Normal User
Posts: 346
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hello, yes I agree with Raych -very supportive- (you owe me 10k per letter btw raych ty)
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10:15pm Jan 10 2018
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Normal User
Posts: 443
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ok sending tu
(wait is this lobbying? am I corrupt now? don't care)
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9:08am Jan 13 2018 (last edited on 9:34am Jan 13 2018)
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Normal User
Posts: 338
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I have no argument or points to make or suggestions to add. Getting rid of classes is just THAT good of an idea.
Personally, I'd be more inclined to sell some of my SR pets if I didn't have to hop back and forth between classes. And I think that it would make life easier for new users to have both shops available.
Support support support Did I say support? SUPPORT
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3:45am Jan 14 2018 (last edited on 6:37am Jan 14 2018)
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Normal User
Posts: 1,062
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*raises hand* I support the above statements!
EDIT: I want to add some actual thoughts when I have more time/can remember.
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8:20pm Jan 17 2018
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Normal User
Posts: 443
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[ Sorry I'm slow! ] Yesss thank you both for your support!! I'm glad it resonates with others so well! ❤❤❤
Now everyone write to your congressmen- XD
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6:42am Feb 17 2018
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Normal User
Posts: 841
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Took me a while to work out what happens to hatches would you mind making that stand out a bit more?
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7:44am Feb 17 2018
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Normal User
Posts: 443
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Okay Kirby, thanks for the suggestion! I updated the first post to include that in the "short version". :)
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12:43am Jan 17 2019 (last edited on 12:59am Jan 17 2019)
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Administrator
Posts: 394
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I very much agree with many of the points made in this thread.
Classes are an outdated concept and seemingly serves no purpose any longer but to remove possible gameplay options for players.
They could possibly be beneficial if redesigned with specific purpose in future versions.
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12:48am Jan 17 2019
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Normal User
Posts: 443
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O: Thank you so much for taking the time to read through this mess Pat!! You're the best! Really excited to see this implemented! :'D
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9:52pm Jan 19 2019 (last edited on 9:54pm Jan 19 2019)
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Normal User
Posts: 470
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The character classes were a tu sink for older players who already have both rancher and merchant shops set in place. New users already have three free class changes when they start to try out each character class. If they use all three and are stuck in a class, say its merchant, but theyd rather be a rancher again, then they need to work on their merchant skills and restocking to earn enough tu to purchase a character class token to do so. With time theyd be able to open and have both shops stocked and in place. Everyones about the instant gratification and easy access to everything.
Taking out the character classes legit ruins an aspect of this game for users to earn or work for a reward of a certain class for a duration of time. If you want to be a different class after the three given changes, work for the tu to make the change with a token. It's not about easy access, its about building up your account to where you earn rights to swap and get to other areas when you choose to.
Very disappointed with this change. I feel like it devalues the game in taking away something that users can work toward or for, it also takes away a tu sink hole that I feel likes needed.
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11:47pm Jan 19 2019
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Normal User
Posts: 443
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I understand where you're coming from, GG. I think as older users it's hard for us to have perspective on what it's like for new users that are trying to get started though. For one thing, this is a game after all, and it shouldn't be painfully tedious to play. Even if you get lucky as a new user and get a few good hatches early on, you could still be sitting on those pets for months before you sell them. With an abundance of other games available out there, how can we expect new users to keep logging in every day for months in the hopes of getting a sale or two? I see new merchants getting even more easily discouraged and disinterested in sticking around because merchant sales are just as slow - especially as a new user that doesn't have access to "hot sellers" like retired HA items. From what I have seen the most consistent daily means of making tu is through stocks and egg hunting/selling, both of which are rather tedious as well. This update only gives all of us an equal opportunity to make tu - which will still require that daily effort of stocking and adjusting prices. Players will still have to put in the work to make their shops profitable. But now their efforts can mean achieving better goals than just checking their other shop's till - they can work towards the things that keep them engaged in the site, like acquiring new pets! :)
As for losing a tu sink I don't think that many users were purchasing class tokens. Personally I can think of only a few users that were actively running both a rancher and merchant shop. I considered doing it myself, but even as a rather well established player I didn't like gambling on a token to check my other till. Now everyone can consider NPC shops a regular tu sink so they can stock their shops and compete in the market - I'd say that's a more universal and efficient tu sink than tokens were.
As older users if we want to see Rescreatu continue and have the revenue and userbase to merrit future updates we need to consider that the game needs to be approachable and fun for new users that help the site grow. If the average user is discouraged from playing because the game is too slow and difficult, the site as a whole suffers. We will all benefit directly from running two shops - and indirectly by the increase of active users (hopefully) that will keep the economy alive.
I hope that helps and in time this change will prove itself to be a positive one! :)
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5:57am Jan 20 2019
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Normal User
Posts: 192
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Get rid of failed hatch. I've all 3 hatches failed before. Fishing hole is an unfair advantage since now there is nourishment points.
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8:45am Jan 20 2019 (last edited on 8:46am Jan 20 2019)
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Normal User
Posts: 51
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I think this is brilliant. I don't know if I agree that this means merchant shop items will become cheaper, except that now there is more competition. But I don't think it will at all negatively impact the market and I am excited to be able to sell some items that I've had lying around. :)
I do agree that Kir's quest will become more doable. I have two Iviks right now. One was a gift from a generous user and another I traded an Eleodon egg for because sometimes I spend my cash at the credit shop - a luxury I know not many have. Even I haven't been able to really participate in Kir's quest, and I look forward to it becoming more doable.
I think that also this change is coming at a good time. We have the addition of the shrines right now, which is very doable for every user. The effects are gorgeous and I feel between Kir's quest and the shrines, this site can definitely stand an influx in Creatu!
Also, you're totally right that people have been selling both anyways. We just do it via the SB or the forums.
he was a man of suffering, familiar with pain...
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6:03pm Jan 20 2019
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Content Manager
Posts: 3,132
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@tututu
I think you're in the wrong thread, friend.
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