After reaching level 20 Crafter I was (un)pleasantly surprised to find that I need 400 souls to specialize.
Here's why this is a bad idea:
Progression is stalled - For many players, they only want to craft or build. They don't care about fighting players or mobs. In order to get money, a level 20 Crafter will either continuously craft/farm/fish/etc with zero exp gain (it stops at level 20 and 99%), or feel forced to fight mobs/players in order to gain the needed souls to specialize. This stall in progression is the most significant impact and can be felt not only by the player, but by the town the player is in. A player wanting to assist their town by building circuits as an Engineer is now stifled from doing so.
As an unwritten rule, smart game mechanics dictate that a game's progression should always feel smooth and never stalled. Most of all, mechanics should provide multiple faucets for allowing players to progress - in this case, crafting or fighting - especially when the game allows these paths (Minecraft). This is why Mojang coded in experience gain while mining or smelting. It's so players who don't like to fight mobs can still gain levels. It doesn't make any sense to practically force a player to engage in gameplay that they don't prefer in order to progress in something completely unrelated - "I want to be a Farmer, so I have to kill a bunch of mobs."
A smooth transition between Crafter and a specialization will also add server retention. Players won't get discouraged by being stalled and will stay online longer. They'll have a reason to stay because they can progress to the next "level" as soon as it's available. Would you play a game that forced you to master a shield in order to wield a better sword? At the moment, my interest in staying on Herocraft is teetering precariously on a razor's edge. I don't really want to fight mobs/players to grind souls. I just want to help my town by crafting/farming and gaining items for town upgrades. This type of mentality SHOULD be rewarded instead of stifled.
By all means, keep the 400 soul requirement for changing a spec AFTER the first one is obtained, but making the first one cost money is, in my humble opinion, a very poor decision.
Thank you for your time.
Here's why this is a bad idea:
Progression is stalled - For many players, they only want to craft or build. They don't care about fighting players or mobs. In order to get money, a level 20 Crafter will either continuously craft/farm/fish/etc with zero exp gain (it stops at level 20 and 99%), or feel forced to fight mobs/players in order to gain the needed souls to specialize. This stall in progression is the most significant impact and can be felt not only by the player, but by the town the player is in. A player wanting to assist their town by building circuits as an Engineer is now stifled from doing so.
As an unwritten rule, smart game mechanics dictate that a game's progression should always feel smooth and never stalled. Most of all, mechanics should provide multiple faucets for allowing players to progress - in this case, crafting or fighting - especially when the game allows these paths (Minecraft). This is why Mojang coded in experience gain while mining or smelting. It's so players who don't like to fight mobs can still gain levels. It doesn't make any sense to practically force a player to engage in gameplay that they don't prefer in order to progress in something completely unrelated - "I want to be a Farmer, so I have to kill a bunch of mobs."
A smooth transition between Crafter and a specialization will also add server retention. Players won't get discouraged by being stalled and will stay online longer. They'll have a reason to stay because they can progress to the next "level" as soon as it's available. Would you play a game that forced you to master a shield in order to wield a better sword? At the moment, my interest in staying on Herocraft is teetering precariously on a razor's edge. I don't really want to fight mobs/players to grind souls. I just want to help my town by crafting/farming and gaining items for town upgrades. This type of mentality SHOULD be rewarded instead of stifled.
By all means, keep the 400 soul requirement for changing a spec AFTER the first one is obtained, but making the first one cost money is, in my humble opinion, a very poor decision.
Thank you for your time.