I woke up one early Summer day, in June, the 6th as I recall. I rolled out of bed, jumped in the shower, and found my Dad sitting out in my Mother's van waiting on me to go to Walmart with him. It was the year 2001, I still remember my Dad's excitement for the release of a game called World War II online. It was strange because my Dad had never been excited about any other game release, nor would he ever be excited for another. You see, my Dad was a business man turned history teacher. He owned his own restaurant for much of my young life, he struggled to keep food on the table while he worked and went to school for his teaching degree. History is really the only hobby he had at the time. Everything revolved around his degree, and for that level of intensity for him to be excited about a game, was thrilling to me.
We headed out that morning to purchase a game. That's a strange concept these days for kids. Now you can just visit a website, enter some credit card information, buy any game you want, and download it. It's even getting now where console kids don't have to leave their houses for a game. When you think back to the long-long ago, to the before time, you need to realize how far we have come. The other day I was reading about how a part of cannabis called (CBD) can heal people with Tonic-Clonic seizures. This treatment was unheard of 20 years ago because of fear. We live in a technology world. Every day, that old saying "Technology ain't what it use to be," is growing ever more clear.
World War II Online's release, was the last time I had played a game for 15 hours straight with no breaks. Until this weekend that is. Although I have had my moments of game marathons, I have always taken a break in between raids, or in between PVP matches. Sunday morning at 5:51am, I sat down to play Elder Scrolls Online, when I stood back up, it was 4:32pm. I had to get some laundry done for work the next day, so I took advantage of that fact, filled my water, and grabbed a few pizza rolls for the road. I sat back down at 5:00pm and played again until about 10:00pm or a little after.
By the time I was done playing for the evening, my back, elbows, butt, hands, feet, neck, all ached, as if I were the one actually swinging the sword, and not my character. I had truly been to battle, rode a horse, hopped off the horse, jumped back on the horse, sometimes involuntarily. I had to decipher German phrases. I had to recall beta experiences to make it through a few quests that were in German too. I grouped, I died, I crafted, I explored. It was a full day. I did find some money loopholes, and I plan to experiment more with those when I reach max level.
I guess you could say I had the full experience. Though, I did not have the full 44 hour experience like some of my apparently unemployed friends did. How those guys made it 44 hours to level 50, without an IV of Red-Bull I will never understand. They must be a lot younger, and must have a lot better computer chair than I.
My experience was good. Like with many other games bugs are many at launch. The game doesn't officially launch until the 4th, so there is still time to hammer out those broken quests, and fix the secondary weapon bugs, where you switch to the other weapon involuntarily in the middle of a fight. There is still time! Right Right!
I leave you now with only one phrase.
As the late, Vipper von Vipperson would say, "Never go full carrot."
-CB
Showing posts with label Economy. Show all posts
Showing posts with label Economy. Show all posts
Tuesday, April 1, 2014
Thursday, March 6, 2014
Guild Store Guidelines (Conceptual)
Guild Store Guidelines
This information is intended for all audiences curious as to
how the guild stores in game will work, and how to reach the most efficiency
out of them. Please be sure to share this information with anyone who may need
it or is curious as how to run their guild store.
.
Concept 1 - Profit Basis
Concept 1 follows a profit basis for your guild. Since guild
stores are considered small markets we will use concept 1 to make the best
profit for your guild. In my opinion this is the best guideline when running
your guild store.
Members are farmers, they post items in the guild store at
the open market price
The Guild or Officers are the crafters, they buy items from
the guild store to use in crafting gear, potions, consumables, etc.
The Guild provides these itemized services to the guild for
the open market price.
The members in turn buy the items to use or sell.
Concept 1 allows the guild to make money. Money which in
turn can be reinvested into the guild store (members). The guild economy grows,
and the richer the members become. Concept 1 is a win win at maximum profit.
Concept 2 - Profit Basis (Selfish, but works)
Concept 2 follows a Profit basis for your guild, but does
nothing to reinvest into the member's security.
Members are farmers, they post items in the guild store at a
discounted price
The Guild or Officers are the crafters, they buy the items
in the guild store to use in crafting items or to sell for a profit in the open
market.
The Guild provides little service to the guild economy.
The members can buy or sell in this economy, but have little
profit margins themselves. (localizes profit for the guild only)
Concept 2 just sounds evil, but in most cases it will be
used in guilds that do not care about personal gain or guild stores for that
matter.
Concept 3 - Commune Basis (Will most likely be the most
common)
Concept 3 follows a Commune basis, it's a free market,
people provide services in exchange for services
Members are farmers, crafters, resellers. They sell items at
discounted prices to everyone.
The Guild or Officers are exempt as it is a commune,
everyone provides service for little to no monetary gain.
Concept 3 allows for a guild to have a limited economy with
monetary value it is no more than a price per item guild bank.
-CB
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