I don't listen to my friends' stories unless they entice me with candy.
EverQuest Legends: The Honeymoon Is Already Over
18 hours ago
it all just seems silly to me.. why play the game if you're going to buy your way to the end result? I've spent $4 on tf2.. and I still look at it as a waste.. items will come and go, and there is always trading.. same goes with diablo3, why pay for pixels that you can obtain yourself and they're obviously going to continue releasing bigger and better weapons that you're going to replace said weapon with, and I see it happen in WoW all the time.. people pay for gold, buy the new shiny off the auction house, and the next day they win a drop in a raid thats better.. $20 down for a days' virtual satisfaction. Its all fickle to me lol
Diablo, like other action-focused computer RPGs, is designed to be very Achievement oriented. The heavy Goal-Oriented-Play coupled with high-accessibility (and very few set backs, i.e. punishment) fosters an environment where the ends of playing the game are the achievements themselves. For many Achievers, there is no longer any fun in the journey--they want as many vacuous trophies as quickly as possible. There is nothing wrong with getting your jollies from virtual shinies, but here is where the contention lies.Traditionalist gamers have been, I believe, vaccinated from these psychological lures. They have seen leaderboards and Skinner boxes for decades. If they play a game, they enjoy learning the system, assuming that system is complex enough to hold their interest. If they play strategy games, they enjoy complex resource management. If they play RPGs, they like the journey. They are OK with gating content, with stratifying players into Haves and Have-Nots.They have been trained to believe that Time and Skill equates to Power. To Traditionalists, games are a great equalizer. The Real World does not leak into their synthetic worlds, and each player's reputation (and Power) are built via in-game means only. This is a fallacy.The person playing the game has a certain amount of real world resources and real world dexterity. Resources come in the form of Time and Money. Dexterity is both Mental and Physical. Different game genres tap these 4 attributes differently. MMORPGs typically require Time. TF2 takes Physical and Mental dexterity, as well as practice Time. What we are seeing in the Game Industry is the incorporation of Money resources.This transformation is occurring because many Traditionalists are opting for other responsibilities: jobs and families. They no longer have 10 hours a day to throw at Everquest or StarCraft. They can't wait around for 2 hours to get a game started; they need high-accessibility games. Lowering the barrier to entry is also allowing brand new players to enter the scene. This is the explosion of Casual and Social gaming. These players have Money, but no Time. And quite a few of them are willing to trade their Money for Power. Believe it or not, there are markets that enjoy Paying to Win. This makes Traditionalists exclaim, "WTF ARE YOU DOING?!"The Time-rich no longer have the upper hand, and that makes the status quo feel as if their time isn't as valuable. And they are correct: with the inclusion of Money, it inflates the resource supply. Buying characters, power leveling, and gold was and still is seen as cheating in various online games primarily because it devalues the achievements (i.e. Time) of players.To more directly answer your question, "why would someone drop $20 for such an ephemeral trophy?" we really have to answer why humans trade resources for ANY status-signalling good. Fashion, competition, self-worth, belonging to a group: all of these are deeply rooted social instincts. The next time you do a farming run for a piece of loot, ask yourself why are you trading your time for these synthetic goods. And then ask if you'd rather trade money instead. If the goal is the trophy, it really doesn't matter how you got it. If you value the story attached to the trophy, then hopefully the journey is worth taking--and that is something money can't buy.
The attributes in Vanguard are also complicated, making pretty hard to limit yourself to 3. Try being a tank who chooses to min INT. You'll have a hard time telling who has aggro from that add. For once, it looks like we have a game that tries to discourage the min/max build approach.
Spell Damage: Intelligence adds to the damage of all spells. The number revealed by the tool tip for INT is a percentage relative to 100% (the normal power of your spell), and casters will almost certainly want to take advantage of this statisticIdentify/Recognize: INT increases your chance to identify what spell a mob is casting and to recognize the tactics applicable to the battle. The tool tip does not provide a numerical value for this effect. The sooner a player can identify that a spell is being cast, the sooner she can attempt to counter it. This will help casters and healers. Recognizing tactics permits a player to take advantage of a mob's weaknesses. This helps all classes.Detect/Perceive: INT raises your chance to detect opponents under stealth or invisibility and to perceive what opponents are doing during combat. This will be tied to skills measured on maximum potential versus a mob of an even level. Detecting stealthed or invisible mobs is critical for everyone. Perception reveals who has aggro, a crucial effect for tanks and healers.Counter: INT heps your chances to counter a spell. This will be tied to your counter skill measured on maximum potential versus a mob of an even level. Casters and Blood Mages can counter spells.Resist Counter: INT ensures that a player's spells will more difficult to counter by mobs. This is essential for casters.