I have no idea what you're talking about. I never once said "perms" or implied perms or meant perms and I was talking about the whole player base. Many of the ideas that have been posted by farmers makes sense to me, I'm just explaining my point of view.
You really don't understand the purpose of a consistent gold sink, of course money will go up every cap raise but I don't think you understand the concept of money traded around from player to player VS. money used from a player on an NPC or Saving VS. spending.
I didn't say playing 10 minutes a day was my issue...I said it highlights a big issue, the lack of time available to people and making the best use of time, if you farm you'd know there are day that you can get nothing useful and the whole day is basically wasted where the time could be better spent.
Clearly I wasn't subtle enough for you.
I agree the lack of new players and lack of traffic at the low levels is a big issue, I don't believe it is the biggest issue. The merge brought players back all at the same level range but it didn't make a s*** bit of difference as underlying problems still didn't keep people from leaving even when they had people they could level with or farm with, just because you're right doesn't mean you understand the "real issues of the game" either.
"However I disagree with your feeling that the game would be exactly the same without hammers, hammers fit a desperate need in game which ..."
You misunderstood me. My fault, probably, for trying to cut corners in a hella long post. I don't "feel" the game would be exactly the same. I meant that it seems like you and some others here think the choice is "current server as-is with vs. without hammers", when it actually should be "hammers vs. improving farming in other ways". Meaning, dealing with that desperate need you mention through other ways.
I feel there is more of an issue focusing everything on farming, I don't disagree that farming should be a beneficial staple in game but before hammers there was little other option than farming.
A lot of people don't farm a godly weapon and then enhance it to +12 they buy it from others and most farmers or people who enhance that I know don't sell +12 godly weapons unless they have better options or are quitting (in which case they'd usually prioritize friends or guildmates)
Hammers may not be perfect but there are still more pros than cons in my opinion.
How would you propose people get the best gear that wouldn't favour heavy spenders or farmers who spend countless hours farming?
"I don't necessarily agree that it should have been a cash shop item but I also can't think of a better way it should/could have been implemented without issues"
May I ask; what, in your opinion, would be wrong with just farming? If drop rates, possibly drop stat rng, and maybe even dungeons were optimized for fun and challenge, would you really need a way on top of that to change stats you don't like? Why?
(And just as a bonus: it could've been gee iunno, in-game item, worth x gold, working double duty as a gold sink to help economy?)
Farming is not a model that fits every player, whether or not you argue that it's an MMO or a gear farming game, if many, many unbalances in the game are fixed then we can talk if hammers should be removed permanently. Until then hammers have more benefit and still fit the needs of many players.
I expressed my feelings about it being an in-game item in my last post.
"...the scapegoat for such issues, they are separate issues..."
Not a scapegoat. A contributing factor.
But not the root cause which is what I'm arguing, again hammers fit a desperate need, it'd be like if I say "take away all charms and extenders from the game!" and then poof they disappear, the content that requires charms and extenders doesn't suddenly disappear with it and we'd have panic in the game.
"...Gamigo can't support themselves on a game that makes 0 money..."
Nobody is asking them to. Don't say there aren't other ways to make money than this steady flow of items invented to devalue actual gameplay.
There's a difference between CS items that make the game pay to win and CS items that are conveniences that are not required, if the situation at Gamigo HQ is even close to as bad as players on this forum seem to indicate then clearly they need to sell all the convenience items they can to keep this game running.
Also you're ignoring the value it adds to gameplay for those who do use hammers which is not insurmountable.
"An issue easily fixed with drop rate increases and player/mob rebalancing"
Not a separate issue, when hammers are the #1 reason trash is now valuable. But yes, easily fixed.
Pretty sure drop rate issues and player/mob rebalancing are separate from hammers but if you think removing hammers will solve these issues I'm willing to give it a try and prove who's right.
"Hammers don't increase/decrease the supply of these..."
"Class balance and SC item issues..."
Yep, a contributing factor.
Pretty sure class balance and SC item issues are separate from hammers but if you think removing hammers will solve these issues I'm willing to give it a try and prove who's right.
"You realize we could have a drop rate increase and hammers together right? Hammers make the low drop rate tolerable for now until a rate increase is added."
Highly doubt such increase is coming. And if so, having both at once would just boost the issue as farmer twinks would be an even more viable moneymaking scheme.
I also doubt such an increase is coming, if however the drop rate is increased we can discuss the pros vs. cons of hammers again, I might even agree with you hammers should be removed depending on how much and how many other changes are made.
"No I'm pretty sure that would still be an issue, bad drops would still get NPCed without hammers and the market would be even more swamped with garbage.
They would get NPCed, but they would also swamp the market? Cool. Also disagree. There are always bad drops. They become an actual PROBLEM only when drops, to begin with, are scarce. Or if there's static % on each stat probabilities, but afaik (might be wrong, pinch of salt) Fiesta doesn't have that.
Bad drops would get NPCed. Sorry I shouldn't have said garbage would swamp the market...I meant middle ground stuff you can find in towns, The gear that wouldn't be worth NPCing but not godly enough to sell very often.
I do agree with the second part though, however drops being scare is a problem which shouldn't be blamed on hammers.
Having fun maybe? Being the top tier is great and all but shouldn't you enjoy it instead of working to be the best? If you enjoy farming great but some people don't enjoy it as much after the first 100 dungeon runs/drops.
...... I don't have time for this level of profundity, sorry.
Do you disagree? Is farming and being the best more important? Should I be having more fun farming or quit the game if I can't?
"...what they did is implement a "blast from the past" system that allowed capped players to queue for..."
...And the capped players kept overestimating their durability, constantly running into mobs and getting killed?
"I feel this would be an extremely beneficial system that could be adjusted to fit fiesta and be exactly what fiesta needs."
Could be. It had issues though, don't remember specifics. Of course there are many features in other games that could, through tailored approach, be applicable and beneficial. If only.
Surprisingly no, that game had better balance admittedly but capped players were more cautious and knew the boss mechanics a lot better so they took a lot less damage, the problem was it was slow going with the gear,the rewards were arguably not worth it and usually 4/5 players in the party were capped players, it did have it's flaws as well but if it is implemented properly to fit fiesta it could be a nice change.