Lol people are going to start to hate me for all these "negative" threads. I hate to be that guy, but I feel like it's necessary.
I've kept my mouth shut about this for a while, because I haven't really found any possible way to bring this point across without sounding..greedy, I guess?
(BTW this is a bit of a length thread, so if you don't have the time or patience to read this then just skip down to where the main point begins, which starts with "To the actual point")
I want to talk about credits.
Now hear me out, I'm not complaining by any means, so let's just clear that out of the way! This is actually more of a detailed question I have for staff.
So since the beginning it's kind of been difficult to earn credits. It was tedious work to earn credits. During the first few days or so players abused the cloning method. I honestly don't condone people for doing that back then, considering it was literally the only method to obtain credits at that time. ESPECIALLY considering the flip hat retired only a week or so later. However, staff made it quite clear that they did NOT want people to be running clones to obtain additional credits. So they banned almost all of them. This happened after JC and FW were released, so players didn't have an excuse to run clones anymore. I thought it was a good idea to limit clones, because players were just honestly abusing it at that point.
I would like to add that we had CLAMS for a period of time in, I believe, every public room. Clams were later removed and placed within Captains' Quarters. I also believe, if I'm not mistaken, that the credit count was decreased. I kind of thought that it was a little weird that they did that, but shrugged it off because JC and FW had been released. Though, this is when it slowly began to become more and more apparent that staff didn't like the idea of players having a lot of credits.
Then there were gift-cards, which were sold during my break from the game. They were removed for whatever reason I honestly don't know.
Now to the actual point. Reading all of the above wasn't actually necessary, but I felt it kind of adds to the legitimacy of my question.
At one point or another, I noticed Amy making comments on threads that she didn't WANT minigames to give out more credits because she felt it would decrease the credits value. I had mixed feelings about that. Would that really decrease the credits value? I'm leaning more towards 'NO', and here's why:
There seems to be a stable large demand for credit sprees. People want to buy clothes, furniture, pins, and magic. Most people, like myself, are inspired to build rooms after seeing how good of a job staff have done on their host rooms. This makes it difficult when it takes so much time to earn just 5k from minigames for the AVERAGE player. Carpets are expensive man!
Because of this players are constantly trading and looking for credit sprees. It will almost always be in demand, so it's a secure way to make a good profit through trades.
My primary question for this thread is 'Why are staff concerning themselves with in-game values?' I mean, is it really necessary? Should that not be left to the players what is worth what within the trading market?
Especially with something like CREDITS?
I honestly find this to be where the problems start.
I've kept my mouth shut about this for a while, because I haven't really found any possible way to bring this point across without sounding..greedy, I guess?
(BTW this is a bit of a length thread, so if you don't have the time or patience to read this then just skip down to where the main point begins, which starts with "To the actual point")
I want to talk about credits.
Now hear me out, I'm not complaining by any means, so let's just clear that out of the way! This is actually more of a detailed question I have for staff.
So since the beginning it's kind of been difficult to earn credits. It was tedious work to earn credits. During the first few days or so players abused the cloning method. I honestly don't condone people for doing that back then, considering it was literally the only method to obtain credits at that time. ESPECIALLY considering the flip hat retired only a week or so later. However, staff made it quite clear that they did NOT want people to be running clones to obtain additional credits. So they banned almost all of them. This happened after JC and FW were released, so players didn't have an excuse to run clones anymore. I thought it was a good idea to limit clones, because players were just honestly abusing it at that point.
I would like to add that we had CLAMS for a period of time in, I believe, every public room. Clams were later removed and placed within Captains' Quarters. I also believe, if I'm not mistaken, that the credit count was decreased. I kind of thought that it was a little weird that they did that, but shrugged it off because JC and FW had been released. Though, this is when it slowly began to become more and more apparent that staff didn't like the idea of players having a lot of credits.
Then there were gift-cards, which were sold during my break from the game. They were removed for whatever reason I honestly don't know.
Now to the actual point. Reading all of the above wasn't actually necessary, but I felt it kind of adds to the legitimacy of my question.
At one point or another, I noticed Amy making comments on threads that she didn't WANT minigames to give out more credits because she felt it would decrease the credits value. I had mixed feelings about that. Would that really decrease the credits value? I'm leaning more towards 'NO', and here's why:
There seems to be a stable large demand for credit sprees. People want to buy clothes, furniture, pins, and magic. Most people, like myself, are inspired to build rooms after seeing how good of a job staff have done on their host rooms. This makes it difficult when it takes so much time to earn just 5k from minigames for the AVERAGE player. Carpets are expensive man!
Because of this players are constantly trading and looking for credit sprees. It will almost always be in demand, so it's a secure way to make a good profit through trades.
My primary question for this thread is 'Why are staff concerning themselves with in-game values?' I mean, is it really necessary? Should that not be left to the players what is worth what within the trading market?
Especially with something like CREDITS?
I honestly find this to be where the problems start.