We should start trading in Ecto Drops!

Sunday, July 10, 2016 by spiralspy

Think about it. Every idiot can buy as much energy as s/he wants with their credit card, making it a more or less meaningless currency to measure your wealth in. Crowns drop a dime a dozen. A quarter of an hour in Firestorm Citadel earns you somewhere between 7k and 10k of them, resulting in a huge inflation...

Aww shit… just realized something: Slime coins may be worth a lot after all

Thursday, May 26, 2016 by spiralspy

I have just been asked by a friend if you get the "Lichen your luck" achievement by simply playing at the casino or if you actually have to win. So I took a deep breath and was about to explain that "winning" is a rather arbitrary term with the slot machines. You always "win" (spare me the hairsplitting here) something...

Didn’t see that one coming…

Wednesday, May 25, 2016 by spiralspy

I originally thought that the casino would be a permanent fixture in the clockworks. Dead wrong there. Making it an event? Pure genius! I think, most people haven't realized yet, what this means (in particularly not those dipshits who still desperately try to keep the energy price high in order to protect their investments)...

Nostalgia: Remove the forge already!

Tuesday, April 19, 2016 by spiralspy

I really "love" it when people demand that the forge gets removed, claiming that everything was better before that update (even if they didn't actually play back then, yet). I have to out myself here: I'm a big fan of the forge. Sure, it is a huge pain in the ass, but people complaining about that are missing the point...

Nostalgia: HP Reviving dead party members

Monday, April 18, 2016 by spiralspy

Ah yes, Grey Havens took over, old players are coming back and ask for patches to be undone that drove them away back then. Let's talk about one of those changed mechanics: Reviving dead party members with HP. In the old days, there were no sparks of life and no emergency revives either. When you died, you had two options to continue: You could "spark" yourself with energy, but the cost for this doubled each time...

So, how profitable was the promo train anyway?

Sunday, April 17, 2016 by spiralspy

Let's do the math. From the last Equinox Promo till now I counted about half a dozen Orbit Guns either in use or offered on the market. Unlikely that I saw them all, possible that I counted some twice. So let's assume that there's a total of 10 Orbit Guns in existence. The chances for unboxing an Orbit Gun are  0...

But doesn’t the energy price need to be high?

Saturday, April 16, 2016 by spiralspy

Uhm ... no? There is this argument echoing in my head. I really can't recall who made it, but it went something like this: "we need a high energy price so pay to play players will get value for their money. Keeping the price up protects their investment and hence encourages spending." Yeah ... makes sense ...

What if energy was “bound”?

Friday, April 15, 2016 by spiralspy

I was always oppose of the idea of making energy stick in order to prevent resale. There are situations in which energy transfer  is desirable and there are those in which it isn't. Telling them apart by code just results in a complex set rules, inscrutable to the average player. It would also mean spending a lot of developer time on implementing something that may backfire in unforeseeable ways...