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Originally Posted by adek1994
It's simple (for those who watched the Bing Bang Theory)
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Funny enough, i found about that example last month on a c# class. But yeah, that's the general idea, having something that can/can't be beaten depending on the other side of the equation. That's what balance comes down to in the end. :cool:
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Originally Posted by bog18dy
Actually, I see it another way... Indy faced the same problem we face, which is "further development", v1 prevents that, it really does, it doesn't allow for any items that people would feel some "progression" upon, it mostly allows for MANY low sttated items that build towards "your char", which encourages diversity, true.
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Not really. The problem Indy faced was "how to extort money from players past this point". v1 is naturally balanced and doesn't need anything from IM other than a basic deco and premmy. And even that is optional unless you're into PvP. Thus, they "created" the need to IM to get anywhere :rolleyes:
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Originally Posted by bog18dy
Like I said, we can't stop at CS cap, it would kill us, and v1 works perfectly @ that cap without any of the new items, which guess what ? People actually want new content (items).
Your points are good and valid, but things changed, not only in the 9D scene, but overall, players became a lot more casual.
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v1 works (at least) until DB cap. Can't say for over that, would have to check some math. Obviously, that's assuming no 2nd role, as the 255+ screws things royally.
As for the casual players, that, once more, is a starting gear+xp issue. Give them 1200%xp+beads+weapons like Play9D r3 did and they'll flock over en masse no matter what version/mods/crap you implement.
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Originally Posted by bog18dy
P.S. 1 question for you: Do you think introducing defense items is the main factor which started killing "balance" ?
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Yep, that was the main issue and the start of it, but goes WAY back, even before CS cap. Wasn't even Acclaim days yet. It dates back to GB/FC caps, first with def trink, then with BT/Mansion relics. Ofc it only got worse with time.
CS cap was just a "longer iatus" between caps where people could just take a look and KNOW balance was one step away. History shows the step was taken, but in the wrong direction.
(dumb) PvE healers/hybs in particular cried all day for more ck def, without even thinking how it affected THEM. Once ck def rises, ck healers and ck hybs make f'all dmg because of crap base skills. And their melee skills just can't deal with warriors dex/con.
Sadly, their crying went even higher because Indy gave totally out of depth dmg to 2nd role "nuker nukes", and made ck def a "have or die" thing.
Thus came clothes, epis, decos, etc... And PvP went from "fast/furious/fun dozens of people in BP" to "wow, it's the same old dozen or so people every damn day, and fights are taking over 30m if that little..."
Then, on top, you got YYBS to screw it even more (cause they needed to sell decos...), hilarious speed items on a 100% capped game (they sold 50% pots in IM too...), etc...
All in all, a perfect "how to screw a great game to profit from IM" book.