Imbuement and Armour Changes ...

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Mersereau
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Re: Imbuement and Armour Changes ...

Post by Mersereau » 19 Feb 2016 20:36

I like the change only if it doesn't completely marginalize imbuements, much like what happened with herbs.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks

Morrison
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Re: Imbuement and Armour Changes ...

Post by Morrison » 19 Feb 2016 21:47

Greetings,

Am I the only one agreeing with the changes in the imbuement system?

As I see it, the Admin is trying to adress a major problem.

The imbuements was -way- too powerful...

But I do believe this could have been handled differently, as Gorboth stated in his
post, his intention wasn't so we could use the imbued item for 20+ days, but for a brief
moment of time. But currently they break within 2 days, this is from my own
experience, and I do think this is too short of a lifespan, knowing how much work
it lies behind collecting these stones.

So my conclusion is:

1: Increase the drop rate again.
2: Lower the power of each stone immensely.
3: Make it so you only can use 3? imbued items at once.
4: An imbued item will last for a fixed number of time. (8 days?)
5: When personally making an imbuement, make it auto save to that player.
(As a solution to the players without they personal racks)

Yours,
Morrison's player.

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Cherek
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Re: Imbuement and Armour Changes ...

Post by Cherek » 19 Feb 2016 22:08

Ydred wrote:[Are there any other Myth admin save Cherek?
Some weeks ago I was from Poland, now I got myth chars. Wonder what else people "know" about me.:) I barely made legend as a mortal actually. But I do get your point, that sometimes it feels like the admin doesn't "get" the game. When I was not a wizard, or admin, and a grumpy mortal like yourself I sometimes felt the same way. And that's pretty natural. The world champion at Starcraft is of course a lot better at Starcraft then the people at Blizzard, even if they made the game. Obviously Morrison knows more about how life is as a supermyth than many wizards for example. But how much does Morrison know about being a newbie? How much do you know? As developers we need to try to understand how it is being every possible type of player. I'd say we're pretty good at understanding how different types of players play in general, but we're obviously not _experts_ at any of them. If you played a myth grinder for 10 years, you know more about that than us. And a true newbie who just got here knows more about how that is, and so on.

It's wrong of you to think changes are just made without thinking though, or that we never ask players for input. Of course we do. But if you ask players you will often get a different answer for each player, so it is not always that helpful either, but it can definitely be, since players think of things we might not. We do listen to what players discuss, and talk to players, and we also have access to a lot of data and logs, we're not as clueless as you might think.

Something that is different with us and Blizzard though is that we really can't employ hundreds of playtesters to tweak every change of the game before it's released. And no matter how many players we ask, or how long we think about every possibility in theory, to _really_ know how things will work we need to at some point employ a change, and then like Gorboth said tweak it after the release if needed. Like with guild items. In a game created by thousands of people for 25 years, apparently some guild items broke even though they were not supposed to. It's not a huge deal though, it's fixable, Cotillion fixed the ogre belt minutes after we heard of it for example.

Just take a deep breath, or take another run.:) The imbuement system has needed tweaking for some time now, and perhaps there are still tweaks that needs to be made. So please continue feedbacking, but there's no need to resort to insults and personal attacks on us, that is not likely to help much.

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Mersereau
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Re: Imbuement and Armour Changes ...

Post by Mersereau » 19 Feb 2016 22:42

Cherek wrote: Something that is different with us and Blizzard though is that we really can't employ hundreds of playtesters to tweak every change of the game before it's released.
Blizzard uses a public test server a lot of times. The people using that far outweigh the number of people they employ in QA.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks

Jooli
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Re: Imbuement and Armour Changes ...

Post by Jooli » 19 Feb 2016 23:19

I think the main issue from what has been discussed is the insane difference this does to different guilds. A Neidar will loose his imbues constantly, while a Calian will never loose his imbues, due to the way taking hits occur. For other guilds it's a more balanced mix. So the changes are not adressing the underlying issues. I concur with Morrison on a more useful way of solving the glaringly obvious problems with Imbuements as they were, and still are. Now the issues are still the same, just will benefit fewer people.

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gorboth
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Re: Imbuement and Armour Changes ...

Post by gorboth » 20 Feb 2016 00:50

Jooli wrote:I think the main issue from what has been discussed is the insane difference this does to different guilds. A Neidar will loose his imbues constantly, while a Calian will never loose his imbues, due to the way taking hits occur. For other guilds it's a more balanced mix. So the changes are not adressing the underlying issues. I concur with Morrison on a more useful way of solving the glaringly obvious problems with Imbuements as they were, and still are. Now the issues are still the same, just will benefit fewer people.
This does seem to be an issue. We're listening and taking in all these good bits of feedback. Thanks!

G.
Mmmmmm ... pie ...

Laurel

Re: Imbuement and Armour Changes ...

Post by Laurel » 20 Feb 2016 00:50

Jooli wrote:I think the main issue from what has been discussed is the insane difference this does to different guilds. A Neidar will loose his imbues constantly, while a Calian will never loose his imbues, due to the way taking hits occur. For other guilds it's a more balanced mix. So the changes are not adressing the underlying issues. I concur with Morrison on a more useful way of solving the glaringly obvious problems with Imbuements as they were, and still are. Now the issues are still the same, just will benefit fewer people.
That.

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gorboth
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Re: Imbuement and Armour Changes ...

Post by gorboth » 20 Feb 2016 01:09

Rest assured that an indirect boost for Calians was not part of the plan. That it might be a reality is indeed something I care to avoid, so we'll be looking into that. Also, I can see your point about giving some forewarning and involving the community in idea-generation, rather than just talking to individual mortals and fellow wizards.

In that spirit, here's a few ideas we've been discussing:
  • Creating a money-sink option that allows players to repair broken items once a day for a substantial fee.
  • Giving the smith crafting guild the ability for players who have achieved high enough skill to repair broken items once a day.
  • Increasing the amount of damage it takes to break weapons/armours.
Thoughts?
G.
Mmmmmm ... pie ...

Laurel

Re: Imbuement and Armour Changes ...

Post by Laurel » 20 Feb 2016 01:14

gorboth wrote:Rest assured that an indirect boost for Calians was not part of the plan. That it might be a reality is indeed something I care to avoid, so we'll be looking into that. Also, I can see your point about giving some forewarning and involving the community in idea-generation, rather than just talking to individual mortals and fellow wizards.

In that spirit, here's a few ideas we've been discussing:
  • Creating a money-sink option that allows players to repair broken items once a day for a substantial fee.
  • Giving the smith crafting guild the ability for players who have achieved high enough skill to repair broken items once a day.
  • Increasing the amount of damage it takes to break weapons/armours.
Thoughts?
G.
1. Promote more scripting/botting - if that's what your aim is ...
2. Promote more designated otherwise unplayed alts - if that's what your aim is ... after other flavour of the month alts (aka thieves recently) which you will be happy about in activity charts ...
3. I have posted this.

Also - this is no longer part of the original discussion.

Sykil
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Re: Imbuement and Armour Changes ...

Post by Sykil » 20 Feb 2016 03:15

Somebody send this to me when I start:

Genesis Start Guide

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http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/