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Re: Dont cap players, cap specials?

Posted: 29 Jun 2017 21:01
by Tarax the Terrible
Bump :P

Any wiz want to tell us how this looks from up above?

Why? Cus down on the ground currently things r pretty crazy.
.We have super powerful stat imbuements.
.We have recovery system which allows power player types to tweak stats fast. To extremes.
.We have apparant disparity of guild specials / spells / whatever and benefit they get from raw stats. Aka scaling
.We have ever more rewarding fat npcs to kill, that u need uber dmg to be efficent on

What does this equal, well looks a lot like the biggest/badest/smartest/most clued in players can continue to grow very very fast despite their already freakin insane size and can laugh at the brute system.

Eg rumours the biggest few in game still able to quite straight forwardly get fantastic progress daily.

Why do I care? Cus it is the people at the extremes who generally screw everything up for the rest of us.
For example imbuement drop rates having to be nerfed.

So bad scenario here is wizs suddenly think whoahh this is nuts then remove stat imbuements n racial bonuses.

Whereas if u capped amount stat can figure into special / spell dmg now, it could be set at a level most ppl wouldn't even realise existed.
But would mean supermyth y has to settle for modest progress...

Re: Dont cap players, cap specials?

Posted: 29 Jun 2017 21:15
by Amberlee
I don't get it.
Why is this an issue for you?

Sure the biggest people can still get a fanta per day.
Oh and a day is 24 hours.
How many hours of those do you think said people spend grinding for a fanta?

Re: Dont cap players, cap specials?

Posted: 30 Jun 2017 00:08
by Tarax the Terrible
Cus I am talking about the extremes, not ur average myth progressing normally.

Cus as much as everyone hates brute its meant to act as a soft cap.
But a ab/use combination of other features and effects is greatly reducing the soft cap effect for the small group willing and able to take it to extremes.

Like the system for stat focusing was toned down over the years.
Like being able to put 1 94 1 1 1 1 into ur stats was removed.
Then the system was more like 10 50 10 10 10 10 also removed, cus Genesis not like showing numbers but was also probably less severe again.
But if u want to "game the recovery system" u can get more like the original extreme results.
Focus ur "apex" guilds dmg stat which whatever the numbers r now still adds more to it than others, die = loose the same flat amount from all stats, rinse repeat.

Boom u have Huge dps, way more than ur stat average "deserves".

Now add several imbues to that dmg stat.

Now grind with **massively** greater dps than the poor chumps just playing regularly.

I dont like it, cus I dont even like recovery system boosting guild exp...

Re: Dont cap players, cap specials?

Posted: 30 Jun 2017 00:12
by Amberlee
This isn't really a problem.
You've only made it a problem by overanalyzing.
What you should rather consider is the ridiculousness of the racial stat modifiers.
And even those stop being a huge problem above myth.

How about you actually play the game instead of making things up in your mind? :)

Re: Dont cap players, cap specials?

Posted: 30 Jun 2017 10:30
by Chanele
Sounds like someone out to protect their op:ness and not biased at all;)

This is not a bad idea at all

Re: Dont cap players, cap specials?

Posted: 30 Jun 2017 13:22
by Zugzug
Well, as long as we're just throwing ideas out, how about this one:

Make death matter again, somehow.
Give evils a move-blocker (stun?).

What's the worst that could happen? :)

Re: Dont cap players, cap specials?

Posted: 30 Jun 2017 15:31
by Amberlee
Chanele wrote:Sounds like someone out to protect their op:ness and not biased at all;)

This is not a bad idea at all
Hahaha.
For me personally this would have NO effect what so ever.
Doesn't make it less a horrible idea.

Still.
Shows how immensely little you know about stuff :)