Creature Handler Archive

Thread: It is worse than I feared

jopenack
Sun Apr 10, 2005 3:17 pm
#40

That article was written very well, simple and easy to understand, I'm glad it helps people understand whats going on with the lvl system.




SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Combat_Medic_to_be
Sun Apr 10, 2005 3:27 pm
#41

Yea it was very good. Posted how I felt in there, hopefully it will get the attention of the devs and something will be done.



Jendi Akasce - Nevaeh
A carebear tumbleweed

Dodece
Sun Apr 10, 2005 4:47 pm
#42

First of all have to point out that it was not gank squads that did pvp in it was a number of things that came about long before gank squads even showed on the seen.


The real issue was always broken combat never haveing been properly balanced from the get go.


1. Buffs were poorly thought out scout, chef, smuggler, artisan, entertainer buffs. On the whole were poorly thought out from the getgo. The buffs had no balance value applied. Example powerups should never have been moved to 100 use. They should have remained at ten a short fast buff. Doctor buffs should have had no effect on regen rates, and most certainly buffs should have been limited in stacking.


2. Items were never properly balanced from the start. Armors and weapons did not need hard caps. What they needed was a thorough beta process. If that had been done with loots compared. We would never have seen 80 percent armors or 1200 max dam llcs. Heck even the sliceing of items was poorly thought out.


3. The moves mods and abilities were not properly tested. My fellow chs can testify that if only the trap and camp lines had been more thoroughly reviewed. The scout profession might be in wider use rather then being viewed as a prereq pain.


Ganksquads are just one more developement in a long list of inbalances becomeing abused by the player base. In simple terms if someone is going out to get a group bonus. It still will not add the god mode some of you are seeing. So far all I have heard is a group member will take less damage per hit. That says nothing of being able to deal more damage. Haveing higher ham, or even getting more moves. Any player that is looking for this edge in the past simply would have ganksquaded the issue anyway. Now he will do it alone big deal either way you went you were in line for a ganking anyway. If he jumps you to find that you actually brought a group with you then he will lose.


On the other hand it will still not relate to the player getting any real pve edge. Afterall If you were pulling level 10 missions solo and the group got you 30. Hey no matter the damage reduction your going to lose.


Would this be a big issue not really. If your that dedicated to running around overt then invariably you would group up with other players to have that bonus yourself.


Sadly the cap mentioned above makes the whole thing mute and pointless. Afterall why am i going to group with a weaponsmith and jack his level max? If anything caping the group bonus actually rewards players for being eighty percent crafter and 20 percent fighter.
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