- Feb 24, 2014
- 331
- 5
- 44
Ok so I posted this and it got lost in the middle of another derailed thread. So I'm going to try again. I would like to see the community and Jamie/Shane work together in a constructive manner. So please no flames, memes, carrots or other derailing.
The only way anything will ever get addressed is to talk about it constructively. I've added a few bits to the original points, so it isn't word for word what I posted before.
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The only way anything will ever get addressed is to talk about it constructively. I've added a few bits to the original points, so it isn't word for word what I posted before.
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I'd much rather see an open and honest 360 feedback post without people getting irate and flaming each other that covered the real issues (which have all been mentioned in other posts here and there).
The real issues as I believe most see them are in some of the base systems:
1. Element Stacking (Hermit)
2. Item Refine
3. Weapon Reset
4. Master Refine
All of those combined created this huge imbalance, those should be focused on first before skills are even evaluated. The problem is, so much money, time and effort have gone into characters and kit that making the right changes now would cause huge issues. It isn't like there can just be a server reset.
Any solutions at this point are going to be difficult to implement, I can't see it going any other way. Because people have heavily invested in levels, pets, items, weapons. But if things continue the way they are the imbalances are just going to get worse and people will start to quit. This server has huge potential and has been a lot of fun to a point, it is just now tweaking and resolving the imbalances.
A couple of other things I think should be considered for review are:
- Defiance:
The lack of any penalty and the way the skill now works really doesn't seem to be at all balanced. It isn't a tanking aid as intended, it has turned into a way for warriors to farm content at little to no costs and make huge amounts of money. I watched Alibab in Lair for a while, taking no hits, using no pots, losing no dura and raping mobs. He isn't trading off damage for defence, he's able to build both. It needs a rethink.
- Sabuk War
I'd like others to add their opinions on this as I've not been in a guild going for the wall so it is probably unfair for me to discuss. Many others have plenty to raise on the issue. All I will add is that the original war style was never an issue in my mind, buying doors and ballistas and stuff was always pretty fun as the defending guild. In Euro we had some pretty close wars and if it wasn't for the alliance of DA/Apex then things would have been a lot more fun (I was in one of those guilds so I know it was always unfair to most of the rest of the server).
- The flat exp curve at approx. 60 (I think its until about 73):
Before the discord closed Jamie posted the numbers and I think it would be better to have a more balanced curve, moving some of the exp required at the end where it jumps hugely back into these levels. Character power continues to grow where exp requirements don't and you can see the effect it has, no one should be doing 50% a day at level 60+, yet that is exactly what is happening.
A "lessons learned" exercise needs to be performed, Jamie and Shane (whomever else they want to include) should sit down and look at things with an open mind. This is exactly what real world developers do (I do it with my teams after every project). No one likes it when someone calls their baby ugly, but sometimes the truth is things don't always turned out as planned. Being able to take constructive criticism and evolve makes for better product outcomes.
Hindsight is a wonderful thing and it should be used to continually develop the server and address the issues. Keeping it fun and keeping players wanting to come back day after day.
At a minimum I'd like some feedback from Jamie in terms of if anything is going to be reviewed or changed. I personally am still fairly low level, but I'm at that stage where I'm wondering if I'll be spending my in game gold wisely by continuing down the element route etc. It kind of leaves me and I'm sure others in a position where uncertainty leads to not wanting to play.
The real issues as I believe most see them are in some of the base systems:
1. Element Stacking (Hermit)
2. Item Refine
3. Weapon Reset
4. Master Refine
All of those combined created this huge imbalance, those should be focused on first before skills are even evaluated. The problem is, so much money, time and effort have gone into characters and kit that making the right changes now would cause huge issues. It isn't like there can just be a server reset.
Any solutions at this point are going to be difficult to implement, I can't see it going any other way. Because people have heavily invested in levels, pets, items, weapons. But if things continue the way they are the imbalances are just going to get worse and people will start to quit. This server has huge potential and has been a lot of fun to a point, it is just now tweaking and resolving the imbalances.
A couple of other things I think should be considered for review are:
- Defiance:
The lack of any penalty and the way the skill now works really doesn't seem to be at all balanced. It isn't a tanking aid as intended, it has turned into a way for warriors to farm content at little to no costs and make huge amounts of money. I watched Alibab in Lair for a while, taking no hits, using no pots, losing no dura and raping mobs. He isn't trading off damage for defence, he's able to build both. It needs a rethink.
- Sabuk War
I'd like others to add their opinions on this as I've not been in a guild going for the wall so it is probably unfair for me to discuss. Many others have plenty to raise on the issue. All I will add is that the original war style was never an issue in my mind, buying doors and ballistas and stuff was always pretty fun as the defending guild. In Euro we had some pretty close wars and if it wasn't for the alliance of DA/Apex then things would have been a lot more fun (I was in one of those guilds so I know it was always unfair to most of the rest of the server).
- The flat exp curve at approx. 60 (I think its until about 73):
Before the discord closed Jamie posted the numbers and I think it would be better to have a more balanced curve, moving some of the exp required at the end where it jumps hugely back into these levels. Character power continues to grow where exp requirements don't and you can see the effect it has, no one should be doing 50% a day at level 60+, yet that is exactly what is happening.
A "lessons learned" exercise needs to be performed, Jamie and Shane (whomever else they want to include) should sit down and look at things with an open mind. This is exactly what real world developers do (I do it with my teams after every project). No one likes it when someone calls their baby ugly, but sometimes the truth is things don't always turned out as planned. Being able to take constructive criticism and evolve makes for better product outcomes.
Hindsight is a wonderful thing and it should be used to continually develop the server and address the issues. Keeping it fun and keeping players wanting to come back day after day.
At a minimum I'd like some feedback from Jamie in terms of if anything is going to be reviewed or changed. I personally am still fairly low level, but I'm at that stage where I'm wondering if I'll be spending my in game gold wisely by continuing down the element route etc. It kind of leaves me and I'm sure others in a position where uncertainty leads to not wanting to play.
