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Old 2011-09-10, 10:22 PM   [Ignore Me] #1
p0intman
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Definition of 'Selling Power'


IMO INCLUDES:
increased damage for anything ever
increased rate of fire
increased cone of fire
incresed character run/movement speed
increased training time/speed
increased/free skillpoints/experience/bep/cep/outfit exp/squad exp
increased ammo count per clip
incresed armor
increased shields
increased shield regen
increased shield repair speed/amount
increased health
increased health regen amount
increased health regen speed
increased healing speed/amount for medics
increased rate of vehicle pulling
increased spawn rate
increased spawn location count
increased spawn location deployment speed
increased repair amount/speed for engineers
increased stamina
increased turn rate
increased agility
increased damage absorbtion
increased resources
increased resource gathering amount/speed/variety
increased vehicle passenger count
increased outfit member count
increased squad/platoon count
increased item aquisition speed/amount
increased vehicle health
increased vehicle damage absorbtion
increased vehicle repair amount/speed
increased deployable count
increased deployable rof/cof
increased deployable repair speed/amount
increased deployable damage
increased character slots per account
unlocking second/third empires per account
unlocking new vehicles/weapons/weapon types/vehicle types
unlocking new maps/game areas/game mechanics
unlocking new outfit bonuses
unlocking new outfit base types/areas/modules/structures
increased ... ... ... ...

tl;dr: imo, its anything other than a different skin/color for anything (Vanity). all of the above is considered, again imo, selling power for real cash. period.

Last edited by p0intman; 2011-09-10 at 11:20 PM.
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Old 2011-09-10, 10:42 PM   [Ignore Me] #2
MasterChief096
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Re: Definition of 'Selling Power'


agreed.
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Old 2011-09-10, 10:46 PM   [Ignore Me] #3
Zulthus
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Re: Definition of 'Selling Power'


I agree. While I am personally against any sort of cash shop at all, I have come to terms with the fact that no amount of hate for it will change the fact that it will be there. So, like I did, if you can't beat 'em, join 'em.
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Old 2011-09-10, 11:02 PM   [Ignore Me] #4
p0intman
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Re: Definition of 'Selling Power'


i updated the list just to be extra-clear on some other stuff, because i figured people would find loopholes with my list.
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Old 2011-09-10, 11:13 PM   [Ignore Me] #5
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Re: Definition of 'Selling Power'


agreed. I think they might have been trying to use the increased training time/speed as a loophole. What about increased experience or did you want that one?
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Old 2011-09-10, 11:14 PM   [Ignore Me] #6
p0intman
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Re: Definition of 'Selling Power'


Originally Posted by Sirisian View Post
agreed. I think they might have been trying to use the increased training time/speed as a loophole. What about increased experience or did you want that one?
covered under skillpoints/training time/speed stuff. same exact thing.

increased training time/speed
increased/free skillpoints
changed to...
increased training time/speed
increased/free skillpoints/experience/bep/cep/outfit exp/squad exp
and then to be double-sure ive gone and added...
increased character slots per account
unlocking second/third empires per account
unlocking new vehicles/weapons/weapon types/vehicle types
unlocking new maps/game areas/game mechanics
unlocking new outfit bonuses
unlocking new outfit base types/areas/modules/structures

Last edited by p0intman; 2011-09-10 at 11:21 PM.
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Old 2011-09-10, 11:16 PM   [Ignore Me] #7
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Re: Definition of 'Selling Power'


You won't fund the game just selling skins. That's a fact. They're going to have to sell power and/or some serious convenience. How much depends on how much people are willing to spend on lesser things.
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Old 2011-09-10, 11:23 PM   [Ignore Me] #8
p0intman
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Re: Definition of 'Selling Power'


Originally Posted by CutterJohn View Post
You won't fund the game just selling skins. That's a fact. They're going to have to sell power and/or some serious convenience. How much depends on how much people are willing to spend on lesser things.
do one and you open up a huge slippery slope to all of that. careful what you wish for.
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Old 2011-09-10, 11:24 PM   [Ignore Me] #9
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Re: Definition of 'Selling Power'


Originally Posted by CutterJohn View Post
You won't fund the game just selling skins. That's a fact. They're going to have to sell power and/or some serious convenience. How much depends on how much people are willing to spend on lesser things.
Sad, but true. I much prefer the sub fee to a F2P model. I don't know, free MMOs just feel... "cheap". In many senses. The whole "$15 is expensive for a game" argument is terrible anyway... it's not hard at all to acquire. If you don't have a job, go mow a lawn. There's one month of gaming time.
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Old 2011-09-10, 11:26 PM   [Ignore Me] #10
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Re: Definition of 'Selling Power'


if you dont have 15 bucks, im wondering how you can afford to pay your internet and phone bills.

I should point out that selling convenience/power in a game like STO/SWG/WoW isn't as huge of a deal because you can avoid PVP altogether.

A game like PS is PVP centric - YOU CANNOT AVOID IT, and it is therefore a magnified issue and anything introduced can be abused a million times worse than in other MMO types. The safest route, is infact to not sell power period. The can of worms remains closed that way. Same with convenient things

Last edited by p0intman; 2011-09-10 at 11:34 PM.
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Old 2011-09-10, 11:33 PM   [Ignore Me] #11
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Re: Definition of 'Selling Power'


Originally Posted by p0intman View Post
if you dont have 15 bucks, im wondering how you can afford to pay your internet and phone bills.

I should point out that selling convienence/power in a game like STO/SWG/WoW isn't as huge of a deal because you can avoid PVP altogether.

A game like PS is PVP centric - YOU CANNOT AVOID IT, and it is therefore a magnified issue and anything introduced can be abused a million times worse than in other MMO types. The safest route, is infact to not sell power period. The can of worms remains closed that way.
Exactly... many people don't seem to know the difference.
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Old 2011-09-10, 11:35 PM   [Ignore Me] #12
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Re: Definition of 'Selling Power'


Not sure I agree with the ones on the list that can be obtained by just playing the game, without buying them with real money. If someone wants to pay for something I would have to spend time on in the game otherwise, I don't think I really care.
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Old 2011-09-10, 11:39 PM   [Ignore Me] #13
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Re: Definition of 'Selling Power'


Originally Posted by Crator View Post
Not sure I agree with the ones on the list that can be obtained by just playing the game, without buying them with real money. If someone wants to pay for something I would have to spend time on in the game otherwise, I don't think I really care.
the important part is that it gives an IMMEDIATE advantage to anyone buying it right there and then, as opposed to doing the footwork anyone else would have to do to get it.
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Old 2011-09-10, 11:41 PM   [Ignore Me] #14
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Re: Definition of 'Selling Power'


Yeah, I know. But so what. If they want to pay their hard earned money for it, let em'. Perhaps they justify it because they don't pay a subscription. Perhaps subscribers who pay monthly will get free xp bonuses from the cash shop where f2p subs don't.
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Old 2011-09-10, 11:49 PM   [Ignore Me] #15
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Re: Definition of 'Selling Power'


Now, consider this as an evolution of that slippery slope:

You and I are both the same battle rank and we're both using the same type of es-specific weapon, a shotgun of some sort. You DIDNT buy a clip extension of only 10-15 shells. Because its JUST ten or fifteen shells extra, right? No big deal.

Well, your squad comes up against mine, we have this upgrade while you don't. We send you to the cloner because while you're reloading, we're still shooting. You may be better skilled, but you still died because you got caught reloading.

is that convenient or is that power? Where do you draw that line?

NOTE: The problem being illustrated here is that it becomes less about player versus player, and more about player versus credit card balance the further you go with it.

Be very, very careful about what you ask for.
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