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Showing content with the highest reputation on 06/16/2020 in all areas

  1. You seem a bit triggered over something so trivial.. maybe you should calm down and count to 10. Imagine living in a world where you couldn't ask in peer chat, guild chat or whisper a buddy asking if they've seen the world boss kill recently. How hard would that be? Are you a hermit that does not interact with anyone in-game where you can't do that? Whether it's a quality of life change or not, it will make things "easier" to track. This is something that is bad for the game because it will promote mass gatherings at the boss waiting for it to respawn, making people AoE for the boss on spawn and resetting the boss. If you don't think that will happen you didn't play EE when it was first launched. This was happening even without timers. In games that have timers such as this (MapleStory 2 for example) bosses are consistently camped like this and mass KSed. Using other games that implemented things like this as evidence, it shows that it's a bad system and unhealthy for the game environment (since people are already easily so trigger-able and salty over the smallest things). Also, side note - you mention that monitoring and reports could be easily used to combat these malicious things, which already provides much more of a workload for the already small GM team. Every single day they'll receive dumb reports of people stealing world bosses, or what they think is "stolen" from them. I can already see the countless reports occurring from people that didn't first hit the boss and saying "X stole my boss from me." Reading and comprehending things and choosing to ignore moot points is also different, just because I choose to not respond to certain points does not mean I cannot comprehend them, you simpleton.
    4 points
  2. Im against this. Trophy achievements arent a necessity really and I agree with matt and yes i do believe it would result in people endlessly resetting/stealing the bosses (mostly the ones that will come with next caps). Matt brings a good point in that it could result in a ton of reports that would easily overwhelm the GM/GS team so why add the fuel for that. Also see you when awaken quest items start to drop from wb bosses, we will have the usual problem of 1 person being afk in spawn and calling the boss when it shows up saying he/she was there waiting the whole time while other party complaining and saying that he cant solo it and will just "steal it" then GS/GM would need to see whos right. If you add a timer then GS/GM better be prepared cos its gonna be an endless influx of reports of that kind which will easily overwhelm them.
    3 points
  3. The level 100 had the same rates as the 120 now and the price difference is because of the following point: There was a lot of them floating around since the Eden Crystal bug that happened a few years ago so people had stockpiled a lot of them. So when the new ones came out people couldn't really sell them for the same price as people would just be like "why would I buy something thats level restricted vs something that isn't". If this wasn't the case you'd see a lot less of the level 100 heartflames floating around and they would have not made such an impact on market. Heartflames atleast in my opinion should be harder to get as they are a luxury item. Now not saying you couldn't replicate this by adding it to Gem altar or a lower tier in altar but i mean is it really necessary? We already provide high amounts of 65 stardusts to make the normal achievements super accessible to new players but I don't really see why we need to make optional achievements more accessible when people who have done them for rankings and such have worked hard on them in the past. I will say though this is a very bad idea. Yes you would make Lv100 heartflames available but you'd have the following issues: Why would I roll altar on a Saturday when I can roll on a Sunday and have better items but the same legendarys. If I did roll then I clearly don't care about heartflames so why would I take them? It's not like gathering equipment where all levels have a purpose, this stuff specifically is nothing but a downgrade (Unless you changed the rates too). Either way if we did add heartflames it would always be targed at achievements and not gold equipment as these gold equipment achievements from lower level caps are optional. They're for rankings only.
    2 points
  4. Camping times has always been apart of the game. I don't think its beneficial to those that are willing to put the effort in to timing boss spawns and farming them until they get their trophy or achievement. Why reward players for being lazy? The game is already easy enough as it is, put in a little bit of effort and this sort of change isn't even necessary. All it's going to do is promoting boss resetting and stealing bosses because everyone will know the respawn time and sit there and wait for it spamming AoEs.
    2 points
  5. So I've been playing for a week now, and I love what you guys have done, but I think there's a few key issues that need to be addressed. The Hoarding I think it goes without saying that hoarding is a problem. I joined in late and it's difficult to find anything from essences and stardust to even regular safety stones. Even with the gold to spare, demand far, far outweights supply and those buying aren't actually using the stuff they buy. This is I believe, for two key reasons: - Low supply: This I believe was done to keep people from going full +10 from the get go, and I quite like seeing peeps walking around with +2s and +3s. It's a fresh change from the awaken server, but on the flip side, even if you have the desire to go into PVP, unless you've been playing from the start or cash in like a mobidick it just doesn't make financial sense to try and upgrade equipment right now. - No penalty for hoarding: I've heard someone else suggest it, but bringing back SS expiration would probably get rid of this in a heartbeat. If you buy or roll a SS. Either use it or sell it to someone who will. Proposed solution: Increase supply and compensate by allowing SS, essences and chisels to expire. Players will have no other option but to upgrade and gear up for the current meta. If you decide to do this, give fair warning though Gap between AP buyers and free players I've put a hefty amount of AP into the game already. I run my own company and every hour I don't spend working has a cost attached to it, but as things stand right now, I can't imagine how a free player could concievably get their achievements done in a reasonable amount of time. It mainly comes as a side effect of the hoarding of essences and stardust, but for example it cost me somewhere along the lines of 60-70k to get just over half my stuff done without essences (due to lack of supply at the time). Essences themselves don't even lower the cost most of the time, and some times it's the other way around. The primary culprits are rings and necklaces, which have success rates as low as 36%. This compounds with the lack of safety stone supply to make PVP a sport that is really expensive to get into. I think many of us here agree that not having achievements done cripples your ability to compete in any meaningful way sometimes even more than having a +3 weapon does. Proposed solution: Bump the craft rates of rings and necklaces to be in line with weapons. This should drop the costs to about 2/3rds of what they are now. Longevity It seems people are complaining about lack of stuff to do. I don't feel that way, but one possible solution would be to introduce regular balance changes to spice things up a bit. Making it something fluid and transitory should also give Jordan free rein to experiment. That's all I've got to say. Other than that, having a blast
    1 point
  6. You wont know until its dead! fun times ahead @SenorBernd A lot of people just DCs when theres too many players (see TW), but yeah u can hide all the effects and models at least.
    1 point
  7. Thanks for the long post Jordan. Let me see how much of it I can address here. If I omit it then it's because I have nothing to say about it. Sad to hear about the wipes/expiration being unfeasible but that's totally understandable. I think on the topic of hoarding I don't have much left to add. I have to admit I'm one of those "no point in upgrading now" types, and I can tell you from my perspective it simply comes down to value per dollar. It's just not economical enough for me to gear up a class to +10 that will be meta for a couple of weeks, so I've been instead investing in achievements and fame, things that will carry over with me to 65. I'm not hoarding either though. Onto the gap between donators and free players. I have some thoughts, some that could potentially fix the issue. The first is that currently the baseline, bottom of the barrel resource for upgrading is not freely available, that's regular safety stones. They are only relevant to get equipment up to +6 so I think if it could be incorporated into loot tables it would make things significantly better. How about throwing it into boss tables to encourage people to run more trials and 0/10s? Hell, it would help bring people back to lower level content so newer players can catch up after the server moves on. They could be NT so they don't have an effect on the economy. Then on the altar, you could have lucky+ stuff instead, and tweak rates accordingly. The alpaca coin suggestion was pretty funny. But those are too easy to get and I don't want to spend all day thrashing dyes just to get a few stones. Onto longetivity: I'm taking some inspiration from destiny here, but here's some random thoughts: - Have time-limited changes to loot drops on certain dungeons. Perhaps adding things like essences or alphas? Or whatever you think might be balanced. - Introduce *hard* versions of dungeons with higher % drops, and perhaps some unique drops. - More extreme balance changes with the condition that they are temporary. Like having a special bard week where vocal bomb becomes a triple hit. Stuff to make us shuffle around our gear andf think of new possibilities. Age of Empires 2 DE is constantly changing the balance of the game to bring a fresh feeling to it, and it's a 20+ year old game at this point.
    1 point
  8. Nothing wrong with people adding gold via methods that already exist. I also do not dislike your idea. I am a bit on the fence about Safety Stones but the rest isn't bad. I'd have to suggest not littering them around (so for example, each boss could have 2 class medals assigned to it and only 1 of each type per dungeon) and maybe making the 0/2 only x1 while the 0/10 can be x2. I do like the concept though for sure. Edit: You could also see maybe people making partys for 0/10's for class medal runs which could be nice to see.
    1 point
  9. Its possible to add the system only to specific dungeon, right? And you wanted to add class medals to PVE. How about adding: On normal dungeon x4 1 Eternal Point x2 Class Token If possible, create a "Safety Stone Fragment" and add x2, you need x10 to create a safety stone (I tried to consider a decenet ammount to make, but since Level 65 dungeons have a lot of bosses it can be x15 to make a stone or something like that) On 1 player mode: x2 1 Eternal Point x1 Class Token x1 Safety Stone Fragment Drop hate doesn't need to be 100% but should be high This way people will have more motivation to farm even 1 player mode dungeons and will have more gold to buy stones instead of complaining all day about stones, and are also getting 1~2 safety stones per day if farming all dungeons from Highlands, Witchcraft Forest and Shiver Peak. I know that adding more gold to the server usually results in inflation increasing. But I believe it shouldn't happen in this case because the gold is already there, you are only giving people who doesn't farm it a bit more of motivation to do. Since its not much gold, not enough to increase prices by increasing demand of x or y item and its not giving more money to rich people to inflate item prices.
    1 point
  10. It's not necessarily about no-lifing. Everyone on this forum seems to want to be spoonfed to make everything easier whether its class drops, higher drop rates or things like this. Most of the suggestions are suggested by the same people too. You're suggesting something that shows a timer, if you really think about it the kill message already does it. Just take a note of the time and the channel and guess which one is going to come next (hint: most people either go up or down from the channel they were previously in). The game is easy enough as it is, making it too easy is a problem - there's a reason things are the way they are.
    1 point
  11. Oh yeah I am not trying to attack you on your feedback. Chrono: I originally made that price way back when I started writing the patch. It is reflecting a day's worth of capping which used to be 200k. It is now 100k on test server. This is also an overwhelming buff and the price is to deter spamming of the item. Personally I would use this item even if i lose a day of capping cus I really dont care and I am not the only one who feels that way. It has been a debate to even put this item in game because it can be overpowering and we crossed off adding other buffs like this into the npc. Bike Boost/Snare are rare drops are technically AP items. The cost was to offset the loss of ap, even if they are basically cheap, if anyone chooses to go for the free route. Gold is inflated in our cap and 25g is meaningless to a lot of players. The new cap of RP also makes it easier to purchase RP items. Vivi has stated before we do not normally leak or provide info to patches for the reason of the Unique Scanners. They are being added to more areas of the loot table. You are only seeing one side from a screenshot of 1 page of items. I would at least wait and see when it goes through. Often testing drops is difficult live versus test because of the outside luck buffs from the larger numbers of players in Live but it is coming. Unique Scanners are coming in a pack not a solo. Nerve control agent is a 10 minute buff. As a medic I would buy this as speed is often one of our greatest defensive stats. As a DE I would use this to get at my high priority targets who are trying to run away. For many of these, the RP/gold were not always cheap in previous caps as it is an alternative to drops and buying from item mall directly. HP/SP Crisis are also provided here as an additional space to receieve these low quanitity items at a cost. Not everyone does pve or have loot chip out. This provides an opportunity to purchase this item directly. Passcard pack is a mixture of legendary/regular passcards. Similarly to unique scanners they are being looked at where to be added back into the game. MMs were in previous RP machines and will be kept. There are other items in this npc and more will be added in the future. Davdison items are generally purchased by newer players who need an instant bike before spending ap or players who just want the cool bikes since they are essentially free. Personally I have like 4 of those bikes cus they are cool and used the npc to convert other bikes to the 180 movement speed. In Aeria I saw this npc for those who werent really rich in game, weren't really able to farm a lot, and didn't have AP. The vending machines were helpful to myself and many of my friends who were undergeared trying to move their way up and compete with much higher geared individuals. To those starting out and seeing higher ranks, RP is useless besides major mechs as the energy required to cap consistently for a high rank isnt worth it. This patch is part of an extremely long extensive patch that we are unable to give to you all at once that is aimed at addressing all player issues. As Vivi has mentioned before we generally do not release info until we know it is set and leave some suprises. This patch first started with Mechanical Craft + TT + those other changes connecting with this patch and the next several patches. I am aware it is a long annoying process but this is a private server. We are in no way ignoring suggestions and have taken many into consideration and into testing. At this time skill imbalances are a bit on back burner as players have requested more significant patch work but we are trying to fix some issues in the coming patches.
    1 point
  12. Well, you don't really leave these posts of yours open for commenting and there isn't a thread to discuss these patch implementations being told to us. So, I created this thread to open discussion and dialogue on what is being planned. I have my reserves of this being useful and I do have a hard time knowing that this is really what the community is asking for since I haven't really seen anybody suggest this particular item in any thread. In my opinion going this route will meet the same use as the Davidson's additional items where I would like to know who really is buying the items from Davidson? I've made suggestions to improve Amara, like making bosses in Amara worth pvping over. The miniboss hounds(whatever they are called now) should be reduced in difficulty because nobody is really touching them except for people who have a PU that can pve the game with ease as they run TT faster than any character can in hard mode while WH's and ME's have no shot in finishing that DG, which is very unbalanced. But what Amara needs is bosses(not mini bosses) to drop 2 types of items, unique jewels and items to improve pvp gears and increase PvE drops. With the drops that increase PvE drops then go into the DGs and make drops that increase a players ability to pvp so it encourages players to pve to improve pvp and encourages those that pve to pvp for improved pve. Do the same with hourly bg rewards and then players will find themselves wanting to have a better pve experience will need to pvp and if they want a better pvp experience they should pve. But let's go over the cost of those items and let me explain the insane cost of them. I'm going to ignore commenting on medals because I don't know how common they will be. Top insane price - Cronos buff - 500G, 200,000RP, and 25 medals. Are you insane? that's 2 days of RP capping first of all. 500 G is pretty high as well. Nobody in their right mind would even consider this a good deal, I suggested putting this item as a drop for Smog to encourage players to farm it to improve their pvp. But sure why not make people pay for them instead if they will do this. Next insane price - bike boost/snare - 25 G, 200RP, and 1 medal. Are these items going to last longer than 10 seconds or you basically get a 1 time shot at catching a player from running on a bike if you really need to catch them before they get away to a safe location. They aren't useful in stopping a player in AK other than slowing down players from catching a runner with the flag because the flag runner can't use a bike. But why do people really have to pursue players that hard that they should spend 25G and 200RP for that 10 second window. Sounds a bit too desperate to me. unique scanners - 1500G, 1500RP, and 5 medals. So instead of making them a common drop item in DGs or Amara bosses players now have to spend 1500G and 1500RP to get them? Why not again just add them to smog, DGs, hounds, or other Amara bosses? nerve control agent - 3g, 250RP, and 5 medals for a 10 second move speed increase to still not catch certain players like the SE in mech let alone with how fast they already move around. I have these items and I don't use them because either the players are too fast that they are pointless or slow enough that they aren't needed. CP pots - I can mention the price tag, but I'm doing just fine with the 800cp pots, but sure charge players who want to stay infinitely in their mech. HP/SP pots - I've been tossing mine away because they are of no use when I either get stunned to death or I by some miracle am able to escape now that players can easily stun lock any SW in the game. Players can kill us without much effort because the MEs can give them the skill boost they need to compensate for any lack their character was supposed to have when facing off against a SW. But sure charge players for this. passcard pack - are you making these the passcards for TT, SS, DTO, and DMHM or regular passcards? These seem like a complete waste if they are the passcards required for lower DGs that are pointless for farming. Also, why not get people to enter BGs by making them a drop in them and not just a reward? MM's - I ran out of MM's because I used them all as they were taking up space, but I guess they are needed now since TT is a death trap even in easy mode and good for preventing loss of exp. I never really had a use for them other than quick spawning so that I didn't have to travel all the way back into the fight. Now that I'm out, I don't really miss them other than the amount of exp I keep losing in TT and I stopped farming TT hard mode because it was made SW anti friendly while other characters don't have to worry about the eva/ch-eva debuffs at bosses. Though one can get these in other vending machines so why not allow them to be purchased at 60 cap, so for this is like a meh whatever. All other items - that's some desperation I think if players have to resort to buying these items over going and farming for them. The messages above the last one I am excited for, it does seem fitting to use a waste can as the NPC for those items since the items are just as useful as the can itself with their given costs.
    1 point
  13. Complete bullshit. You say it yourself. People that want things like class drops, higher droprates etc are always the same. And each and every time they post it, they get counter-argumented. You seem unable to read or comprehend the posts of people since literally what OP said was that for example you come from work and it got killed 5 minutes ago. You'll be busy for the next 55 minutes checking if it's up. You need to learn a difference between "making things easy" and Quality of Life. If i were to take a wild guess you'd be one to cry about it first if Eternal Points shop got taken out. That's the same thing, a QoL update.
    0 points
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