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ZAM's solutions to common MMO problems - post ideas hereFollow

#1 Apr 22 2013 at 6:22 AM Rating: Excellent
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The idea behind this thread is to state a simple problem in FFXIV, or any mmo really, then state a simplified solution that solves the problem. Let's brainstorm some ideas! I'll start:

Problem: Sometimes I want to ride the airship and watch the landscape go by as I fly over it, but other times I don't want to wait the full time it takes to reach my destination.

Solution: Put a bed on the airship to nap. Taking a nap instantly takes me to the destination!

Let's see what we can solve!

Edited, May 29th 2013 11:44pm by reptiletim

Edited, May 29th 2013 11:46pm by reptiletim
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#2 Apr 22 2013 at 6:28 AM Rating: Excellent
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Problem: Having to wait for items to appear on the AH (they have this now, right?!) to be able to buy them, and being lucky enough to log in before someone else buys what you wanted

Solution: Buy orders

I know EVE did it, but I feel every MMO AH should have this feature.
#3 Apr 22 2013 at 9:41 AM Rating: Good
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The potential of this thread overwhelms me.

If more game designers would create forum threads like this, just imagine how much better their games would be.

Also, if you name a problem, I'll offer a solution.
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

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Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#4 Apr 22 2013 at 10:05 AM Rating: Excellent
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I really like this as well, I'm going to sticky it for a while Smiley: thumbsup
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#5 Apr 22 2013 at 5:39 PM Rating: Decent
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Maybe better not to sticky it; I know I don't even notice the stickies most of the time. At first I thought the thread just disappeared.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#6 Apr 22 2013 at 5:46 PM Rating: Excellent
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LOL Smiley: banghead
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#7 Apr 22 2013 at 6:35 PM Rating: Good
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Uh oh! He's about to hulk out! Smiley: eek
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#8 Apr 23 2013 at 11:21 AM Rating: Excellent
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Oh wow, didn't think this thread would be stickied!

Not a whole lot of solutions being posted though.

When I made this thread I had read the notes from the Live Q&A session and when I saw where Yoshi P said they couldn't do the whole airship ride I said "Why not?"

I'll admit I did some thinking for several more gripes for simple problems I had in MMOs, for example defining where a zone line ends, and realized a lot of them have been addressed.

I'm sure there are more though that haven't been. How many MMO tropes are out there that could be improved with some creative thinking?
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#9 Apr 23 2013 at 11:24 AM Rating: Excellent
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It IS a really good idea for a thread, I was hoping there would be more participation.
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#10 Apr 23 2013 at 11:25 AM Rating: Excellent
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I thought if we got enough ideas I would forward this to the community reps or maybe even Yoshida-san himself to see what they think.
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#11 Apr 23 2013 at 1:20 PM Rating: Decent
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You should probably un-sticky it, lol. It will get replies.

The 'sticky' symbol makes it look like a notice or announcement.
#12 Apr 24 2013 at 5:35 AM Rating: Excellent
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I find it funny and ironic that because its a sticky no one notices it. If you want something to get noticed, don't sticky it!
#13 Apr 24 2013 at 2:46 PM Rating: Good
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Problem: RMT will spend vast amounts of time farming up money which they will sell to player characters for real world cash.
Solution: Make gil non transferable between characters. Physical items can be traded, but not gil directly. Gil can be used to purchase things from NPCs and purchase stuff from the AH, but cannot go to and from PCs. The AH can have big data analytics engine to watch out for things like a single crystal selling for 10 million gil out of the blue, automatically jailing both the seller and purchaser until they can explain themselves.
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#14 Apr 26 2013 at 11:22 PM Rating: Excellent
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I understand your frustration with RMT Cat, but the dilemma lies in supply & demand. If you can't trade gil, you'll trade crystals or some desirable HQ crafting material to bridge that gap. Gil is simply a currency, it's the game's attempt at having a tradeable commodity between players. If this currency devalues/values too highly, the market will always adjust. I played Asheron's Call for awhile, and trade notes (money) were so inflated, that people traded in lvl 7 spell materials and other rare craftables. It made for an interesting trade economy, because you would specify points and then assign values to things you wanted and allowed the highest bidder to trade said items.
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#15 May 01 2013 at 1:59 PM Rating: Excellent
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Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.
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#16 May 01 2013 at 2:38 PM Rating: Excellent
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BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


Love this idea.
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#17 May 01 2013 at 2:40 PM Rating: Good
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BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


I know it's not exactly the same, but I heard Free Companies will allow for a type of "bank." Seems a little silly to make a Free Company just for your mules, but there's something at least.
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#18 May 01 2013 at 2:49 PM Rating: Excellent
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Quote:
I know it's not exactly the same, but I heard Free Companies will allow for a type of "bank." Seems a little silly to make a Free Company just for your mules, but there's something at least.


Not at all.. that's quite a common practice in games that provide some kind of guild storage.

An account-wide bank and account-wide cash pool would be really nice.
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#19 May 28 2013 at 12:39 AM Rating: Excellent
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An idea on mapping that Wint told me to post here :)

Kordain wrote:
As you explore an area, your blank map gradually fills out. Instead of it being a final map though, its more of a hand drawn "rough" map- enough to get from A to B and noting worthy landmarks but nothing detailed (and maybe for a bit of flavour, in some places wrong slightly, in scale/position etc). This way doing nothing but exploring you get something at the end of it that is pretty usable for navigation. We're adventurers right, we'd have basic cartography skills!

You could then replace these hand-drawn maps of yours with professionally produced ones, produced by a proper cartographer where everything is neat, tidy, detailed and accurate. For "professional" maps for esoteric areas, perhaps some long jolly quests could be in order so that you can find it. Lets face it, a cartographer may not have the gumption to map out Mor Dhona, but perhaps the legendary cartographer Curumbus III Jr made such a map- but it has been lost! Perhaps you could find it...


Both map camps satisfied, with some interesting flavour to boot.
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#20 May 28 2013 at 3:34 PM Rating: Excellent
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I never noticed this thread because I thought it was some kind of rules to the forums, FAQ, or something...

I like it though. Sorry to bring this up again but I think it needs to be fixed...

Problem: Stickies make threads look like announcements or something we don't care about...
Solution: Create a Highlight feature or don't sticky stuff that you want people to post in.
#21 May 28 2013 at 4:18 PM Rating: Good
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I think the biggest problem here is that the sticky feature has become counter-intuitive...
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#22 May 28 2013 at 6:32 PM Rating: Excellent
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I'd change the title of this thread to "ZAM's solutions to common MMO problems," or something that; something that stands out a bit more.

----

I'd also like to add to Kordain's Map Idea, my idea, where you can, place treasure/mark your own maps and then sell the maps. It could be a great user-generated mini-game. All of this could be under the guise of the Cartographer's Guild a la FFXII.

----

I can see this thread blowing up when the game is released. When we have more concrete info on what is in the game, and what our companies/fixes will be then.
#23 May 28 2013 at 7:04 PM Rating: Excellent
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WFOAssassin wrote:
I never noticed this thread because I thought it was some kind of rules to the forums, FAQ, or something...

I like it though. Sorry to bring this up again but I think it needs to be fixed...

Problem: Stickies make threads look like announcements or something we don't care about...
Solution: Create a Highlight feature or don't sticky stuff that you want people to post in.


My only trouble with that is getting the developer's time to work on these forums is just about impossible. If I don't sticky it then it drops off the front page. If the thread creator wants to update the subject he sure can, I'd rather not monkey with his post if he prefers it left alone.
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#24 May 29 2013 at 11:21 AM Rating: Decent
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Voice Chat cross platforms would be nice. A 360 and Mac version would be nice too.
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#25 May 29 2013 at 1:07 PM Rating: Good
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BluntmanII wrote:
Voice Chat cross platforms would be nice. A 360 and Mac version would be nice too.


I think they said voice chat was a definite no. Come to find out though (tks Wint) there are apps for that! So if you have a smartphone you can still get Vent or Mumble access while playing on PS3 :)
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#26 May 29 2013 at 1:38 PM Rating: Decent
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Vent and/or Mumble on your phone? What!?
#27 May 29 2013 at 1:43 PM Rating: Excellent
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WFOAssassin wrote:
Vent and/or Mumble on your phone? What!?


I know the Mumble app is free, I'm sure the Vent one is too. I've used the Mumble one with great success.

iTunes Link

Google Play Store Link

Edited, May 29th 2013 2:44pm by Wint
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#28 May 29 2013 at 9:45 PM Rating: Good
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Changed the thread title as requested!

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#29 May 29 2013 at 9:49 PM Rating: Good
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Wint feel free to do with this thread whatever you think will benefit this community.
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#30 May 29 2013 at 9:54 PM Rating: Good
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BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


I don't know why but I imagine this as a shared chest in a room where all your characters are sleeping in their own bed except for the one you're playing, like Animal Crossing. Love the idea!
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#31 May 30 2013 at 1:04 AM Rating: Decent
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GW2 has a bank that you can access on all of your characters. I don't think it's as important in a game like FFXI/XIV where you should be able to use everything on one character, but it would be nice if it's not hard to do.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#32 May 31 2013 at 4:07 PM Rating: Excellent
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Since the elemental weakness/resistance thread has turned more into an argument over bad design/good design/etc, I'm going to put my post here in hopes that this somehow gets to SE:

Problem: Elemental resistance/weakness tend to cause class disparity because certain classes with more desirable elements get taken over those without.

Solution: Make the entire elemental resist/weakness into a toggle for all classes. When toggled off, there are no resist/weakness, and spells of certain elements have an added effect (fire = burn, wind = paralyze, ice= freeze/slow, etc). Same goes for elemental weapons, they gain an additional effect on proc (based on a percentage). When the toggle is turned on, elemental weakness/resist comes into play and mobs that would normally be weak to certain elements are, and those that would resist or absorb elements do. However, the toggle can only be used in party situations, and when there is more than 1 person with the toggle turned on, the bonus hits diminishing returns. One person = 100%, two people= 80%, 3=50%, etc. It might even need to be a steeper curve. This will keep players from just bringing a crop of blm's and burning down a mob using the elemental weakness.
#38 Jun 05 2013 at 3:29 PM Rating: Excellent
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I agree that an in game voice chat system would be nice.
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#39 Jun 05 2013 at 4:35 PM Rating: Good
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Problem: Trying to assist a player in finding something. Words do not always clearly communicate efficiently enough to help quickly.

Solution: Cross zone and Cross player map linking for marking area of interest.
A)You ask friend for help finding something.
B)You accept map linking.
C)Friend marks the map.
D)The mark shows up on your map.

Various symbols for marking maps:
Bomb= Enemy spawn point
Treasure chest= Treasure
Face= Npc
Tree= Node
Dollar sign= Shop
Candle= Event
Door=A door
Cave= Dungeon
Castle= City or town
Exit sign= Zone line
Foot prints= Pathing instructions(Records users movement for a two min interval and displays foot prints on map.

Edited, Jun 5th 2013 6:52pm by sandpark
#40 Jun 05 2013 at 5:39 PM Rating: Excellent
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Why not just allow linking of map locations in chat?

Similar to the way you'd link an item (shift+click it) in another game.. you shift+click on your map and the point you clicked is linked in your chat editbox. Then whoever wants to can click that link and their own map pops up with the location highlighted
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#41 Jun 05 2013 at 5:40 PM Rating: Excellent
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FYI guys I put this thread on the CR's radar, so keep the good ideas coming.
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#42 Jun 05 2013 at 6:02 PM Rating: Decent
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The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?
#43 Jun 05 2013 at 7:21 PM Rating: Good
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sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.
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#44 Jun 05 2013 at 8:47 PM Rating: Good
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BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


This is available on LOTRO, and It's fantastic. Some items are bound to account, so it's nice to put them in a shared vault for another character to use.
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#45 Jun 06 2013 at 6:33 AM Rating: Decent
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Archmage Callinon wrote:
sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.

I want unique markers, I do not care if it's linked or fixed. So are you saying you wouldn't want different icons?
#46 Jun 06 2013 at 7:23 AM Rating: Good
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sandpark wrote:
Problem: Trying to assist a player in finding something. Words do not always clearly communicate efficiently enough to help quickly.

Solution: Cross zone and Cross player map linking for marking area of interest.
A)You ask friend for help finding something.
B)You accept map linking.
C)Friend marks the map.
D)The mark shows up on your map.

Various symbols for marking maps:
Bomb= Enemy spawn point
Treasure chest= Treasure
Face= Npc
Tree= Node
Dollar sign= Shop
Candle= Event
Door=A door
Cave= Dungeon
Castle= City or town
Exit sign= Zone line
Foot prints= Pathing instructions(Records users movement for a two min interval and displays foot prints on map.

Edited, Jun 5th 2013 6:52pm by sandpark


I like this idea. It could be expanded to include drawing on the map. That way you can circle areas or draw arrows or other navigational markers that others in your group can see.
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#47 Jun 06 2013 at 7:24 AM Rating: Good
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sandpark wrote:
Archmage Callinon wrote:
sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.

I want unique markers, I do not care if it's linked or fixed. So are you saying you wouldn't want different icons?


I'm not saying that at all. I like the idea of map icons to denote certain locations like shops, inns, guilds, etc. I'm saying a linked map location should have an icon separate from those.
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#48 Jun 06 2013 at 7:28 AM Rating: Good
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I think there should be more features that assist group play, beyond things like the dungeon finder.
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#49 Jun 06 2013 at 2:28 PM Rating: Good
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reptiletim wrote:
I think there should be more features that assist group play, beyond things like the dungeon finder.


I'd like to see mindless PvE content queued up like PvP.

More along the lines of a CoD style queue.

Something like Dynamis or even a tower defense; or waves of enemies that takes 15 mins or less to complete.

----

I think group dynamics can also be introduced gradually in mini tutorial instances. But with any number of people 1-6.

Here's how it would work:

You and an AI/scripted partner enter the instance and it would teach you about skill chains, combos, hate and placement. Conversely you can use a real partner/random people with contextual directions.

Eventually there'll be 4,5,6 people in a group and you get an achievement score or item on how well you did.

Gw2 had a lot of cool combo abilities like some AoEs and archers lines of fire, but it was too impromptu and not purposeful enough.
#50 Jun 06 2013 at 11:04 PM Rating: Excellent
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Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.
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#51 Jun 07 2013 at 7:05 AM Rating: Decent
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Wint wrote:
Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.

Sounds nice. Isn't this what Free companies are?
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