- 03 Nov 2015 11:47
#163091
Just like in the real world, you offer a product/service that no one else is offering. If the product/service is good, people will flock to it. If not, it will be buried and forgotten.
i liked the rest of your analyses, it's true that servers that bring quality their players have a higher chance of those players staying, but the comparison to real life products and "mouth to mouth" is to me not only unfit, but almost manipulative in it's own right because we're not only statistically looking at what's best to gain players, but also what's fair and what is best for the PLAYER, not for the server.
prime example: ever heard about beats by dre? yes? you see them all the time, lot's of people use them, even though they are completely outclassed by a horde of other headphones.
simply because the brand was manipulative enough and had the funds or ability to advertise itself, does not mean it's a quality product that is superior, and yet it's all you see around town.
this is where the comparisons comes in with pixelmon, simply because a server has a lot of upvotes and has a large following doesn't mean that that server is what players really look for, it's just what players naively think they are looking for because they can't see past these server's spot on top server lists and assume one is better because it has a larger following(people are lazy).It are these servers that become the face of the mod, manipulating votes trough taking away any sense of achievement on the server itself by offering seductive donator options or abnormal rewards for votes
making most people not even realize the experience they are missing.
of course there are people to which these kinds of server appeal to (rich kids with little time? i don't know) but i won't speak for those.
Phanatos wrote:With that being said, I think there are areas where a line is drawn. For example, anything that introduces enhancing factors to IVs, EVs, or natures is a bit over powered. Why? Because things like tournaments or player gyms officially become pay to win. The way to combat this is to place restrictions on community based events. Like for example, in tournaments, restrict the use of legendary pokemon. Thats a reasonable thing, regular tournaments already restrict Uber pokemon so its not really much of a change. Going back to the thing about EVs, IVs, and Nature, by no means should anyone be able to change or manipulate EVs IVs or Nature with real life money. If you could, no longer are donation perks just this aesthetically appealing thing to collect but a genuine competitive edge that translates into the way you battle other people. Things that give you a competitive edge over other people is purely a pay to win concept and under no circumstances should be a donation perk.
i +1 this, from that point on it falls under the subjective definition of what a server defines as "winning".
random example:Some people are into hunting down shiny pokemon and find a sense of accomplishment in obtaining many different shines, so by that definition , by offering shiny pokemon in a store, it would create a unfair advantage for payers over the non paying shiny hunters, creating a p2w envirroment in that "win objective"
rarecandies and especially ev/iv's are the most straightforward and gross example of a p2w but you can define it in many different ways depending on how people play a server.
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