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| Suspending Perks and timers? | Started by: insta on Feb 14, '16 21:24 |
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So, just a little suggestion really. Most of the users buy a very high percentage of the perks that game has to offer, if not all of them. Most of us buy the timers and use them every day. They are bought with credits that we either acquire from real life purchases or you buy them with game cash. All of these perks/timers have a life span and rightly so. 30 days for most, I think. My suggestion is this; would it be a plausible to offer a suggestion that allows us pause a life span of certain perks and or the timers? so, say im 3 days into recently buying the full timer package, I learn that im not going to be around for the next week due to work commitments or a family bereavement, im not going to be able to fully use that timers package, thus wasting the credits and a week of the timer. Could we put an option to "suspend" our bought perks/timers till we can get back to playing and use them and get our credits worth out of them? Im sure the role playing people out there could think of a way to role play it in (even though these aren't mostly role play important). Im sure it could be added to the options page? Or maybe in the interest of balance, you could pay a premium on top of each timer or package to be able to get the option to suspend it, should you need it. ideally, id like to see it as a free option but I do understand that things have to balance. It would be interesting to get some feed back, cheers. |
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I can understand wanting timers you can suspend for the scenarios you mentioned (vacation, bereavement, etc.) However, giving the option to suspend timers would also allow people to suspend them whenever they're not online - such as when they're in bed. So straight away, a 30 day timer package becomes 50 or 60 days (because you'd save that much time on it when you're asleep, alone).
Perhaps a better option would be a vacation mode? So you'd be locked out of your account for X amount of time, timers wouldn't tick, but also you couldn't abuse it and use this feature while you were sleeping, as you'd be locked out for as long as you chose.
To be fair, I think adjusting anything to do with the timers is a bad idea in general. If changes were made and people bought less perks because of it, either the game would not earn enough to continue or the prices would be raised to match the change, in my opinion. |
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| Reply by: Albino- at Feb 14, '16 21:30 | |
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Yea, i think that if you choose to suspend them, then there should be a period that you have to suspend them for, like there is with gambling. So, suspend them for 3/4 days if you choose that option. Hopefully this would deviate away from any abuse of it.
I get the point but it doesn't have to be a cash cow thing, more a preservation of what YOU have invested and what YOU choose to buy if there is a genuine reason that you would need/want to suspend YOUR bought perks. If the worry is revenue based, maybe to balance that then do like is aid, offer those perks with a premium price.. so timers go to 6 credits (or whatever izzy would feel might balance out any loss in revenue that you think will happen) |
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| Reply by: insta at Feb 14, '16 21:37 | |
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I like the idea overall, but I do agree, the first thing I thought of was that people could abuse that for sleep/work. I would say it would need a mandatory minimum time, at least 24 hours, if not more. I also think, like with gambling, it would need to be a suspend all perks type deal, not getting to pick and choose what perks to suspend. If it could be done in that way, I think it's a great suggestion. Seems silly to have perks going when you know you won't be online for a week. |
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| Reply by: Viviana at Feb 15, '16 01:49 | |
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I'm confused why we're considering suspending timers for work/sleep as "abuse" when that appears to be the intention of this feature: you don't waste your purchase when you're not playing. Why would it be abuse simply because it's a shorter amount of time between logins? This seems to be a suggestion that provides a benefit for being away from the game for an extended period of time but we want to exclude from that benefit players who are only gone for a few hours. Frankly, I don't really see value in coding in a feature that "rewards" (by not using up timers/perks) AFK or IA players, especially if we're calling it "abuse" when an active player uses it to the same advantage. I'd say it's the opposite. For a player to be away for five days and have no repercussions on their credit purchases while every other player who plays between work and sleep loses out on a fraction of their credit purchases simply because they weren't away long enough seems downright impractical. Why are we prioritizing the people who aren't playing the game? I don't think there's a solution here that is simultaneously fair and practical. |
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| Reply by: Lysander at Feb 23, '16 16:52 | |
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