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Potjeh
- Posts: 11825
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Re: First Jewelry on server i guees...
You're supposed to take the better resources from people with slightly better stuff, and work your way up the food chain.
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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: First Jewelry on server i guees...
I agree with you here. I've never liked nerfing happened in the middle/key points in a world. It separates the player-base based on if they got to abuse said over-powered mechanic as much as other players. I didn't get to use tables before nerf as much as I could have, I was substaintially behind. I didn't use sling hunting, then it was nerfed, I was behind.eL_Diablo wrote:But where balans is?
Guys who start playing in first days(w4) get fucking good advantage against guys who start play later than they. (a lot of LP nerfs)
Guys who spend a fucking crazy time for game get shit from their combats chars (Archers\ua\melee nerfs) (w3)
Same with some crafters skills
The big nerfs like we have been seeing should start being done in between worlds and no one can say that they don't usually know what needs to be nerfed (in most cases). People have been grinding buckets, cutlery, whatever for months. Hunting has been used as a main LP source for months. Why the sudden changes to this after 1 week of the world when they could have been done since the get go.
As far as more time = more result, I agree up to a certain point. The difference between a smart player that doesn't grind all day and a smart player that does should not be dramatically different, there needs to be a large diminishing return to the advantage of more time after a certain point, as has been discussed before.
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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: First Jewelry on server i guees...
What is this in reference to? Don't really see what you are saying.Potjeh wrote:You're supposed to take the better resources from people with slightly better stuff, and work your way up the food chain.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: First Jewelry on server i guees...
He's saying it's unfair that people who start earlier take all the good resources, so newcomers must be able to compensate by grinding.
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eL_Diablo
- Posts: 209
- Joined: Wed Apr 14, 2010 10:24 pm
- Location: -☭-
Re: First Jewelry on server i guees...
no. i speak not about resourses. rye understand me more correctlyPotjeh wrote:He's saying it's unfair that people who start earlier take all the good resources, so newcomers must be able to compensate by grinding.
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Коси и забивай!
Коси и забивай!
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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: First Jewelry on server i guees...
I thought he was referencing the nerfs to LP gains, not resources. If you missed the first parts of this world you probably missed the great unnerfed LP from hunting, clear-cutting, mining, etc, which could put you substaintially behind the players that did play.
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eL_Diablo
- Posts: 209
- Joined: Wed Apr 14, 2010 10:24 pm
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Re: First Jewelry on server i guees...
thisrye130 wrote:I thought he was referencing the nerfs to LP gains, not resources. If you missed the first parts of this world you probably missed the great unnerfed LP from hunting, clear-cutting, mining, etc, which could put you substaintially behind the players that did play.
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Коси и забивай!
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: First Jewelry on server i guees...
There's still plenty of advantage if you've got a well-developed faction. When two players with equal player skill fight, every bit of advantage can help, that extra 10 q may very well decide the fight. The point is that now you have to be smart about using your superior stuff, rather than grind shit up and not have to worry about anything.
*edit*
Oh, I see I completely misunderstood. I don't really see how this is relevant for jewellery, since it *was* changed at world reset.
Anyway, yeah, mid-server nerfs screw some players, but that's what you get for playing an alpha. If the devs waited for reset for every balance change, they'd never make any progress. It's kinda hard to get changes right on the first try, too.
*edit*
Oh, I see I completely misunderstood. I don't really see how this is relevant for jewellery, since it *was* changed at world reset.
Anyway, yeah, mid-server nerfs screw some players, but that's what you get for playing an alpha. If the devs waited for reset for every balance change, they'd never make any progress. It's kinda hard to get changes right on the first try, too.
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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: First Jewelry on server i guees...
Isn't there an emphasis on numbers? Albeit I acknowledged that those that had started early has a good deal headstart on various aspect but it is not impossible though. Of course I have mixed feeling with all of the LP reduction everywhere, so glad I have various LP means at my disposal. There does need to be a theorical infinite grow but grinding at very high level becomes impractical so that people that does it 24/7 (coughmacrocough) and knows shit about the game mechanic won't simply roflstomp on some that does it 5/5 and have a firm grasp of the game.
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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Sarchi
- Posts: 2517
- Joined: Sat Jun 12, 2010 1:14 am
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Re: First Jewelry on server i guees...
To be fair, we aren't really making any progress in alpha state, to be quite frank.
The devs focus too much on rebalancing shit, and when new content comes out, the balance is fucked over again. Instead, I think they should be focusing on adding new content and then work on the balance in beta. Who cares if things aren't balanced when the game isn't live anyway?
If the devs did that, I think we'd go through alpha and beta testing stages MUCH quicker.
The devs focus too much on rebalancing shit, and when new content comes out, the balance is fucked over again. Instead, I think they should be focusing on adding new content and then work on the balance in beta. Who cares if things aren't balanced when the game isn't live anyway?
If the devs did that, I think we'd go through alpha and beta testing stages MUCH quicker.