Tailor Archive
Thread: So I went to the correspondent summit!
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ShosuroHametsu
Mon Aug 30, 2004 8:39 am
#14
NJ62 wrote:
but I feel like the devs are listening
Thats encouraging.......
Thanks again for all the hard work, we're lucky to have ya on our side........![]()
Bluude
Tue Aug 31, 2004 6:25 am
#15
But can you tell us if they are balancing up or down?
They always seam to balance to the lowest common denominator instead of the highest which results in people getting upset and quitting.
If they would just add to the weak and leave the strong alone everything would be cool.
I do not understand why this is such a hard thing to do?
Can you discuss it from a philisophical veiwpoint at least?
Raeanbot
Tue Aug 31, 2004 5:41 pm
#16
I was not at the meetings, but I can make educated guesses based on my experience on TC:
Bluude wrote:
But can you tell us if they are balancing up or down?
It's not as simple as up or down, see further comments.
They always seam to balance to the lowest common denominator instead of the highest which results in people getting upset and quitting.
If they would just add to the weak and leave the strong alone everything would be cool.
I do not understand why this is such a hard thing to do?
Which do you think makes more sense: Adjust everyone else up to a higher level in order to balance, including all NPCs, Theme Parks, Dungeons, etc.? Or, adjust one or two overpowered classes/abilities/etc. down a notch to fall in line with everything else?
Power is relative. Do you want balance? Or do you want to be the one perfect template that's better than everyone else?
Can you discuss it from a philisophical veiwpoint at least?
What does this have to do with hawtpants?
NJ62
Tue Aug 31, 2004 7:30 pm
#17
Bluude wrote:But can you tell us if they are balancing up or down?They always seam to balance to the lowest common denominator instead of the highest which results in people getting upset and quitting.If they would just add to the weak and leave the strong alone everything would be cool.I do not understand why this is such a hard thing to do?Can you discuss it from a philisophical veiwpoint at least?
Uh, I'm sorta afraid to do that. Just hang tight until the design docs come out, k?
seanreineke
Wed Sep 15, 2004 6:44 am
#18
I was wondering if there is a possiblilty of BE'd flightsuit options for JTL since that is coming up soon (increased handling, chance to evade, chance to hit, etc).
RandDarkstar
Wed Sep 15, 2004 8:19 am
#19
The current Flightsuits allow you to have up to +25 healing/entertainer/taming skill as well asaround +17/+18 in the other combat mods. It just takes alot of tissues to do it. My guess is that there will be a few more flightsuit types (so long as the art department gets all the clipping bugs out in time) and they should have similar options to be placed in them.
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