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Necrochild

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Necrochild
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  • Are you looking forward to the RISE update?

    kls9 wrote: »
    Question2 wrote: »
    Without the animation, there would actually be a reason for players to drink pots even without perma death, simply because it doesnt reduce your DPS and won't get you killed. It was probably the easiest solution to the problem without spending hours re-designing pots and boss AI.
    [...]
    Theres definately plenty of "better" ways to revamp the potion system other than removing the animation, but derpcat only gets creative when they are trying to sell more runes.

    There are other simple solutions. For example, the new reward system based on damage dealt could instead be based on the player's number of deaths. The planned reward system
    • 40%+ dmg dealt, +1 core
    • 80%+ dmg dealt, +2 cores
    • less than 3% dmg dealt, only 1 core rewarded
    could be changed to
    • no deaths, +1 core
    • two deaths, -1 core
    • four or more deaths, only 1 core rewarded

    Potting is now incentivized. DPS is still incentivized by competition and not wanting to spend 15 minutes in one battle. Armor enhancement is incentivized, encouraging rune sales. This also avoids a situation where a player might say, "Hey, I only have a +12, I'm not gonna join that party with a +18/19/20 player and risk getting only 1 core." (Although personally, I think rewarding only 1 core for less than 3% probably won't actually be an issue for players who are making an effort, and it's a good deterrent against bringing alts for cores.) No need to redesign pots or boss AI. No need to remove animations.

    Back in the day, there was no damage %s at end of battle, and you were often judged primarily on your ability to stick the boss while not dying (gear was also on a relatively even playing field, but that's another discussion). I am a fan of anything that promotes this mentality, as to me a player's skill is more important than the stat-crutches that we've probably gotten too accustomed to.

    Then again, this recent update has pretty much dashed any hope of anything going in that direction. Enjoy oneshotting Chrom friends!
    2edgy4uCloakshireGewellirious
  • Vindictus "RISE" Update Patch Notes Translation

    LoLoBooty wrote: »
    I think the repair kit change is a telling one: The DOL feels are repair is difficult to execute for solo players.

    Usually the best option when soloing is to not have to repair. I guess this is a lost concept.
    NakrastGewellirious
  • Are you looking forward to the RISE update?

    Looking forward to constant 5 min timers and facetanking.
    Gewellirious
  • Vindictus "RISE" Update Patch Notes Translation

    Honestly, even with +15s having a 10% edge on a +10 it still feels like a crutch using them. Having a 100% edge is way overboard (lets just focus on stuff that's already out there and not even get into the cancer of even higher enhancements). Combine that instapots, instarepairs and built in flinch resistance.... I just don't see the fun.

    They keep focusing on "QOL" on the early stuff, but I feel like the game already tries to cut as much of that out and usher the player through it as quickly as possible, so I don't see the point. They're introducing flash, further expediency, and nothing addressing what I feel the real problem is with early game players: so many are not learning their characters before hitting endgame, then quitting when they hit an actual challenge. Muir used to be the notorious "skill-gate", but I've even seen it happen on Shakaar in the past. Maybe I'm skimming but I don't see anything addressing this, rather, quite the opposite.

    Then again, maybe they are addressing this by making endgame as much of a joke as early game. Instead of further progression being skillgated, players will possibly perceive further progression as being behind more of a geargate. This probably makes sense from a business angle, as you can sell items related to gear progression, but you can't sell the ability to press the spacebar.

    Obviously these guys have more insight into the numbers behind the scenes, maybe they're seeing more steady income from newbies than vets, and are taking aim at them. Eh, I guess all we can do is speculate the method behind the madness.

    Anyways, I'm guessing we're heading down a path of dodging being a plebian's choice to reduce potion costs, trading DPS time for potion savings. Not sure if that's a journey I signed up for almost seven years ago, but whatever, things change, and it's going to be the player's decision if it's for the better or worse.

    2edgy4uXie
  • Vindictus "RISE" Update Patch Notes Translation

    Why would I WANT the kind of power that functionally turns a raid boss into a gnoll archer.

    What's the point of even playing when you get there. What's the point of developing boss mechanics that will never been seen.

    The game is no longer Mabinogi Heroes/Vindictus, it's ****ing whack-a-mole.
    2edgy4uSirRFIAtsouBoatGodTheWhiteLordSylphideXiemisakamisaka