First Jewelry on server i guees...

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Dataslycer
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Re: First Jewelry on server i guees...

Post by Dataslycer »

Also that, Perhaps this is why a good amount of players feel burnt out in this world. (where's our larger ovens?! D:).

Btw I think this isn't congress topic. Perhaps Critiques?
Last edited by Dataslycer on Tue Feb 08, 2011 1:49 am, edited 1 time in total.
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Potjeh
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Re: First Jewelry on server i guees...

Post by Potjeh »

Getting the core gameplay right is more important than adding content. You can have a mountain of content and it still won't be a proper beta if some of the main mechanics are flawed.
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Dataslycer
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Re: First Jewelry on server i guees...

Post by Dataslycer »

Sorry i was more refering to improvement to what we have now. (larger ovens?)
Eliminating decays for most things on paved claims is one of them.
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.
flaw
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Re: First Jewelry on server i guees...

Post by flaw »

Potjeh wrote: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.
1. Dear god, I hate the alpha excuse.

2. Nerfs are not progress.

3. It ain't hard to test things before they get implemented, but that doesn't seem to happen much.

4. I don't disagree that the item nerfs were needed, indeed more probably are.
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rye130
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Re: First Jewelry on server i guees...

Post by rye130 »

Changing the balance in the middle of things doesn't really show if its the right balance though.

They need to find the balance of how much to balance during the World.
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Potjeh
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Re: First Jewelry on server i guees...

Post by Potjeh »

flaw wrote:3. It ain't hard to test things before they get implemented, but that doesn't seem to happen much.
That's supposed to be our job.
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flaw
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Re: First Jewelry on server i guees...

Post by flaw »

Potjeh wrote:
flaw wrote:3. It ain't hard to test things before they get implemented, but that doesn't seem to happen much.
That's supposed to be our job.
Let's see, 36K for a bear. How do we test that versus the devs saying, oh, that's too much, before they implement it? Mining lp, same.
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rye130
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Re: First Jewelry on server i guees...

Post by rye130 »

Potjeh wrote:
flaw wrote:3. It ain't hard to test things before they get implemented, but that doesn't seem to happen much.
That's supposed to be our job.
Some of these things could have been tested before hand though. Like hunting, jorb and loftar could have made a charcte, given it like 20 MM and found the right balance of LP before starting the world. Same thing with mining. Some things that were rebalanced in the first couple weeks have been known to be unbalanced for a while now. Buckets still didn't get nerfed.
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Potjeh
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Re: First Jewelry on server i guees...

Post by Potjeh »

Well, I was kinda the guy that told them hunting LP is too good :oops:

Mining isn't on my head, though.
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Jackard
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Re: First Jewelry on server i guees...

Post by Jackard »

Sarchi wrote: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,
i imagine the only reason this is the case is that most of their development time is spent on Salem. just compare world 1&2 to 3, content seemed much swifter then

as such, the slow pace is unlikely to change anytime soon

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