Viewing Chaos_Azeroth13's Profile
User ID: #7338
Username: Chaos_Azeroth13
Gender: Pangender
Last Online: 28 Sep 2020, 1:13 pm
Registered: 1 Jul 2016, 3:21 pm
Username: Chaos_Azeroth13
Gender: Pangender
Last Online: 28 Sep 2020, 1:13 pm
Registered: 1 Jul 2016, 3:21 pm
X3 Thank you so much though! This helps me so much :O
Thankyouthankyouthankyou! That's so kind of you ehhhhh I nearly fell off of my bed!
Awesome, thank you very much!
Thanks <3
:3
No problem <3
Yup! Then ypu are the same person :D I have the same user name as well. I have also had mine for a long time haha. Probably a good 10 years at least. Well its good seeing you :)
Oh wow! Thank you so much for the plushies! Im pretty sure those were omes I was looking for too. Ive been trying to collect 2 of each :) also do I know you from Aywas! :D
that comment looks even BIGGER AND LONGER after i posted it
i could literally ramble for days on petsite economies, gameplay, and goals, i'm ridiculously passionate about finding the pERFECT site and i still have really high hopes for furvilla because it's engaged me so much haha
there definitely was a beta advantage, that can't be denied. and staff clearly hoped to level the playing field by encouraging users to reset their careers, but the way the newbies are playing now is more in line with how the devs intended the site to be played/experienced, and I think that's something a little bit more difficult for a beta player to appreciate.
For new players they will be able to decide a lot more quickly if this site's playstyle is for them or not, and there definitely might be a low retention rate with the changes. Meanwhile there are some beta players who retained their career mastery, and are leagues ahead of other players (at the small sacrifice of not getting a beta bug and discourse weapon). And then there are the beta players that still have a steady foundation of acquired wealth to stand on, but are experiencing careers as new players are, and having to make very different financial choices to move forward in the game, so we have SO many different perspectives that it's going to be hard to bring them all to understand the grand goal of the developers.
the limits on careers definitely limit what a user can produce, and can feel like you aren't fully engaged, but they are kinda nice for all players, causal/active/new/old. New players have a hard cap to work towards, and they don't need to worry that older users can do wildly more than them. Similar with active/causal. I personally never had the patience to deal with 20+ careers before the worker cap, but it stressed me out to know I was making less than a user that used a ton of villagers for careers. Or with animal husbandry, a career I was super active in, I felt like I was never doing ENOUGH because there was no hard cap. Now with a cap, I can feel relief in the sense that I'm doing all that I possibly can in my career.
I think the most important thing to consider is away from careers though. Because the site can be super engaging if you try to find ways to stay ahead of the curve, or engage in a way that most users aren't. I hit a HUGE rut in animal husbandry because so many users got into it, and yet, when furniture came out, no one was stocking their stalls with the easy to get items. I am the ONLY seller of many of a lot of the maple furniture line, and I pull in a lot of revenue because questers are constantly needing those items. (DMM is still sorely lacking in furniture sellers btw, I easily spend 10k per item for quests, it's insane).
Whoever manages to get to level 10 of quests first and unlock those gembound plushes is going to have a HELL of a return on that longterm investment, but that one is going to take some serious dedication haha.
BASICALLY all of this is just my long winded way of saying that I do believe there are ways to stay engaged in this site, but there is definitely still room to grow. When I joined I was VERY intrigued by the career system, and trying to find the maximum I could make with the challenge of the limits. Unfortunately when you introduce limits, a few people will discover the best ways to maximize profits, but as more people catch onto it, the less everyone makes (like once more people start stocking their shops with furniture for questers, obviously everyone is going to have to undercut and reduce margins, unless the number of questers increases). I do think a lot of work needs to be done so that when the initial impact of changes fade, we aren't stuck, limited by how much we can make with 10 workers, because if there is no room to invest and grow, the site will definitely get dull.
i'm so sorry, I rambled on and on and lost sight of the original point again ;^;