SnuggleSnail wrote:lol are you trolling?
jock wrote:-Quality distribution - Quality of resources once the best is found early no changes, quality is too high from world start.
terechgracz wrote:Do you want to sell me your solutions for tokens?
MagicManICT wrote:To me, being called a pedo is exactly like being called gay.
Jalpha wrote:She must have been in heat bro. She was literally fanging for it. Literally posting repeatedly in chat, in all caps "DO IT! POST YOUR DICK! THERE'S NO WAY IT'S 7 INCHES!"
How could any hot-blooded male deny such a request under the circumstances.
telum12 wrote:This thread is about specific issues and solutions to them. No one cares you're developing your own game Jock, or what you intend to do with it. Go talk about it somewhere else.
jock wrote:SnuggleSnail wrote:lol are you trolling?
Not at all but if an example to go alongside this would help to simplify it for you here is one.jock wrote:-Quality distribution - Quality of resources once the best is found early no changes, quality is too high from world start.
If conch was limited to 60ql at world start and that QL could be increased through a method players(with the correct balance and application). The conch is no longer an issue but a resource for players to improve, it no longer instantly is a botting requirement. This approach could be applied to all creatures and reduce the impact they have on the world pacing and add in benefits to focus on amplifying the animals closer to you through these methods.
No need for a hard gate and removal of content if the content is balanced to the stage of the game.
SnuggleSnail wrote:lol are you trolling?
VDZ wrote:
So essentially what you are suggesting is that instead of having hard timegates, the game should have soft timegates where rushing things remains theoretically possible but is simply not worth it until a later point due to the rewards of advanced content not being fully unlocked yet? I know some games like Civilization invisibly track 'world progression', with some factors (particularly researched techs per civ) affecting some elements (e.g. Barbarians arm themselves with whatever weapons are conventional for the world era); perhaps similarly in Haven some measure of general player activity could be linked to changes in the world.
terechgracz wrote:Do you people have any argument against hard timegates apart of that you don't feel it is good? I think it's great, easy to implement, works synergistically with world resets.
jock wrote:terechgracz wrote:Do you people have any argument against hard timegates apart of that you don't feel it is good? I think it's great, easy to implement, works synergistically with world resets.
removes chase, creates the "well i guess we wait till xyz day lets go play......xyz." "o look we missed the release of xyz, now we are behind, we can come back next world."
Lower mine levels are to easy to reach because of other mechanics. Hard locking them doesn't solve their mechanics. Just delays it.
Also, it makes a CLEAR if you're not ready for this at this time you are behind.
It also feels bad to remove content from players, the perception of Hard Time gates it bad. It's not progression it's waiting. Nothing you do has any effect on it.
MagicManICT wrote:To me, being called a pedo is exactly like being called gay.
Jalpha wrote:She must have been in heat bro. She was literally fanging for it. Literally posting repeatedly in chat, in all caps "DO IT! POST YOUR DICK! THERE'S NO WAY IT'S 7 INCHES!"
How could any hot-blooded male deny such a request under the circumstances.
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