Number 1 please.
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Number 1 please.
option one, they die pretty often, so noone uses implants forever
I prefer option 2 tbh.....
If you can make imps repairable with no setbacks to the imp once its been repaired, I'd say almost any option would work. Otherwise, option 1. I do agree that the amount of penalty should be reduced if any of options 2-4 are used. Keep in mind the server pop, as it is now a pain in the rear to find an implanter, much less needing to find an implanter, researcher, constructor, and repairer... gee, anyone feel like playing for 5 days just to get your imps in and then die again?
As for armor slots... interesting, but that would work best if armor had a set # of slots (higher TL armor gives higher slots, with a max of 5 slots) was given a base % for one or more resists (higher TL armor gives higher base resists or more/different types per class,) and then slots would give additional % resists, so people could customize their armor a bit more (one has a poison belt that gives a small fire resist, and another has a poison belt that gives a small ener resist, and another has a poison belt that gives a small extra poison resist, etc.)
The bonus per slot should be very low, only another 1-2% per slot so as to not be overpowering, but still useful for those going all out. People would have mutliple sets of pet armor.
A side possibility to that is to make armor slots able to be taken out or simply replaced over. This would repair the armor slightly, too, without lowering the armor's condition (minimally, about 1-2%, so as to not make repairers useless.) Also, armor would have to be easy to build, find parts for, research, and repair, otherwise it gets crazy to even try using anything but basic armor for those of us who don't play 16 hours a day :D
Remeber, the secret to having a successful MMORPG is in the players' fun level. Do what most MMORPGs fail miserably at: keep things difficult enough that there's some point in playing and some reward for doing well, but don't make it such a levelling grind/item hunting grind that playing becomes tedious and boring. NC's got the content, setting, and system of a great MMORPG, but it may slip into those faults if things are overdone and the system gets so complex and convoluted that it takes a mathematician to figure out how to use an imp or gun. (BTW, I believe caps for items/guns/damage/etc. should be posted by KK, not some hidden facts that players have to guess at and refigure every time theres a patch.)
number 1, it makes for less bs and more gaming.
Number one, but if you really INSIST on choosing between 2-4, i'd say 4
Thge community response has been a strong majority in favour of...What's the spin going to be?Quote:
Originally Posted by John Doe
Jesus fucking christ your sig makes me want my Camo PA Judge PE back...Quote:
Originally Posted by Archtemplar
Oh lord...
Alt 1 me like!
The reason people are picking option 1 is because we dont want a pointless waste of life in the game.
Similar to making mobs take a ton longer to kill.
And making everything more expensive.
And slowing down pvp.
I can't see anywhere in the initial proposal something about changing HOW items loose their condition. Yet it has been changed to degrade now when you take damage instead of the normal way according to recent posts.
Can someone confirm this please, as I really don't want to find out the hard way. 8|
From what I heard, indeed head implants are losing condition as you are getting hit!!! No matter if you use super duper hitech armor or have physical resists, damage somehow manages to avoid all those barriers and be absorbed by those implants :p
So, what's the alternative you kept ?
Not sure who you're talking to calim, or what you mean even.
Anyway, it's been moved to the bug forum so lets hope and pray it is fixed asap, before a lot of people get sick and leave for good.
1 tbh cause you fucked up on items because on test server imps didnt get damaged when test server was on.... now on retail they damage when you get shot and FALL!!!!! out when your pking/levleing sort it fucking out even le's pop out.
Bah, I'm the original Judge Camo PE.Quote:
Originally Posted by Dogface
Alternative 4 is nice.. i don't see why people are thinking you'll have to rep all the time.. it just means that if you are using the same implants till they're like 55/55 then you're going to have issues :P except for mc5 of course cause they don't have penalties.. well most don't.
Imps that lose bonii/gain malii as their condition drops is just a horrible idea that would wreak havoc with people setups and such. It's already annoying enough when an imp wrecks within your head stopping you from using one of your items...
indeed. its annoying enough already
on top of that most casual players that spend a while getting money for an mc5 chip dont wanna replace it every few weeks/months (depending on how much they die ^^) when the max condition goes below a certain number and suddenly the bonusses arent as good as before.
I did like option 4, but with the current issue with implants loosing condition bug/feature, option 1 is now the best. It's already a big enough factor for players to be seeking reps for their implants, or falling out during a fight.
I want to be doing PvP and PvE, not constantly seeking reps and pokes for implants all the time. Or having to seek replacement implants.
Option 1.
I like 4 better....
alternative 4..
but my opinion on that is based on the assumption that the quality dictating the bonus/penalty is the Max Condition.
if its to be based on the Current Condition then id vote to leave implants as they are.
im really thinking about money or trade value.. the reduction of any one 2~4 will reduce the value considerably and I assume making the higher version more expensive. Best thing I kan think of is to trade it off b4 it depletes to much.Quote:
Originally Posted by Safunte
Only other side effect I kan think of is that people with high(er) income will find it a lil easier to get the better products but of kourse its been like that, but I wonder if this will make the gap even bigger? I suppose Guild support would factor in but I'm thinking it'd be a lil bit more 'selfish' in the long run... I do think its a good idea, it'll let implants "die" out over time quicker which means more interaction but mostly, u'll have to keep replacing them allot sooner
Option 1!
You're going to drive players away with that kind of tweaking.
Do you guys even try to roll characters and test them solo before you implement these ideas? Have you ever tried to cap one of those characters?
The game has to be a challenge to players but it also has to be fun. If you implement anything other than option 1, every player has to bear the burden of constantly repairing and/or reconstructing their basic implants. That is a waste of precious play time.
It's way more fun to spend that time with your clan members out on a hunt or op warring, or pissing people off in pepper park 1! :angel:
Omg let this topic die allready? :rolleyes:
Option 1, end of story! :angel:
Option 1 you horrid devs
Option 1 for me cause I'm a broke hoe!
option 1 ;-)
Theres already enough things to go wrong/have gone wrong, this could just cause more isssues with stability of the game, so in a phrase " U GOTTA BE MAD ".
Option 1 All the way :angel: