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Closed suggestions / Re: Implants in TC lockers
« on: September 18, 2014, 05:53:47 am »
Yeah, well, I just wanted to add that the most stupid thing one may want is to take the greatness from big factions. Why? because robin-hoodishness is an utopia since it doesn't include all the factors.
In any environment a strong person will achieve more than a weak one. If you make the implants two times rarer, you will make them eight times rarer for weak players, so the gap between strong and weak will become even more..
It's totally ridiculous to believe that there should not be any strong alliances of players of any kind since everybody should be equal. People are not equal. Never been. There always will be silly people, who can't even realise their stupidness, smart people, genious people. Obviously, the game (as any other) is about the time players invest by playing and if one can play five hours a day, he will surely become much stronger than one who can play only an hour a week. And this is when one starts barking that implants are bad. Why? Because he knows he'll never achieve one, so it's in his interests to reduce the maximum grade of possible rising of a player to be not-so-noobish...
Well, still, 90% of the most interesting moments of the game are in teamwork, coordination, strategy, tactics, relationships and so on, so these people who imagine themselves as lone wolves just fool themselves. On the other hand, people who want create a faction and compete should invest really much time and effort in the game, since bigger factions will not surrender without fighting and they're prepared better. Well, this situation is normal not because it's the same in each mmorpg, but because it's the same in the real life, so it's organic. You can't improve what's organic.
If the top factions seem to be really tough to compete - don't compete. The game wouldn't have been so interesting if it had been too easy to play. Oh, wait, mb we should forbid pvp? or give everybody two times more stats?
It's always about balance. The game shouldn't be too easy and it shouldn't be too difficult. 1% for implants make the game just ridiculously BORING, while 50% for implants would make it too simple. Although, something like 10% would be simultaneously interesting and not too easy. Let's count:
1% :
one town, 12 hours=24 spawns=~a quarter of an implant.
four towns, 12 hours=96 spawns=~one implant.
Let's assume one faction has four towns (which is tough enough, even now there are some factions that fight the towns actively), It means that a whole day of defending all four towns from everybody else gives us just one implant? That's really incredible...
And don't forget! While fighting the attackers can be interesting enough, there should always be a guy who's checking the lockers, which is pain in the ass. such incredibly boring procedures should be eliminated.
10%:
one town, 12 hours=24 spawns=~two and a half implants.
four towns, 12 hours=96 spawns=~nine and a half implants.
Seems to make much more sense, doesn't it?
Do the TC lockers' implants help the big factions to be cool? indeed! but it shouldn't be overstated as the other loot from the lockers helps much more, since we get TONS of combat armors mk2, we can flood any small faction with them, we have unlimited narcotics and ammo. Obviously, having all this it's incredibly easy 4 us to go to the Warehouse or Ares, and what's there? there we get the most valuable thing that lets us to be cool. What? No, no, noobs, not power armors and freaking bozzars. The team skills! Damn it! Team skills are something like 80% of the good factions might, 10% are crafted armor and weapon, 5% is unlimited ammo, armor and narcotics and only 5% - implants. So no, suckers suck not because of implants, I assure you, guys.
PS
it's not SIMS online, ok?
In any environment a strong person will achieve more than a weak one. If you make the implants two times rarer, you will make them eight times rarer for weak players, so the gap between strong and weak will become even more..
It's totally ridiculous to believe that there should not be any strong alliances of players of any kind since everybody should be equal. People are not equal. Never been. There always will be silly people, who can't even realise their stupidness, smart people, genious people. Obviously, the game (as any other) is about the time players invest by playing and if one can play five hours a day, he will surely become much stronger than one who can play only an hour a week. And this is when one starts barking that implants are bad. Why? Because he knows he'll never achieve one, so it's in his interests to reduce the maximum grade of possible rising of a player to be not-so-noobish...
Well, still, 90% of the most interesting moments of the game are in teamwork, coordination, strategy, tactics, relationships and so on, so these people who imagine themselves as lone wolves just fool themselves. On the other hand, people who want create a faction and compete should invest really much time and effort in the game, since bigger factions will not surrender without fighting and they're prepared better. Well, this situation is normal not because it's the same in each mmorpg, but because it's the same in the real life, so it's organic. You can't improve what's organic.
If the top factions seem to be really tough to compete - don't compete. The game wouldn't have been so interesting if it had been too easy to play. Oh, wait, mb we should forbid pvp? or give everybody two times more stats?
It's always about balance. The game shouldn't be too easy and it shouldn't be too difficult. 1% for implants make the game just ridiculously BORING, while 50% for implants would make it too simple. Although, something like 10% would be simultaneously interesting and not too easy. Let's count:
1% :
one town, 12 hours=24 spawns=~a quarter of an implant.
four towns, 12 hours=96 spawns=~one implant.
Let's assume one faction has four towns (which is tough enough, even now there are some factions that fight the towns actively), It means that a whole day of defending all four towns from everybody else gives us just one implant? That's really incredible...
And don't forget! While fighting the attackers can be interesting enough, there should always be a guy who's checking the lockers, which is pain in the ass. such incredibly boring procedures should be eliminated.
10%:
one town, 12 hours=24 spawns=~two and a half implants.
four towns, 12 hours=96 spawns=~nine and a half implants.
Seems to make much more sense, doesn't it?
Do the TC lockers' implants help the big factions to be cool? indeed! but it shouldn't be overstated as the other loot from the lockers helps much more, since we get TONS of combat armors mk2, we can flood any small faction with them, we have unlimited narcotics and ammo. Obviously, having all this it's incredibly easy 4 us to go to the Warehouse or Ares, and what's there? there we get the most valuable thing that lets us to be cool. What? No, no, noobs, not power armors and freaking bozzars. The team skills! Damn it! Team skills are something like 80% of the good factions might, 10% are crafted armor and weapon, 5% is unlimited ammo, armor and narcotics and only 5% - implants. So no, suckers suck not because of implants, I assure you, guys.
PS
it's not SIMS online, ok?