ekeefe41 wrote: » I get people will always try to min/max their character, my fear is that with everyone doing what is best for themself, they will in fact create political/node systems that are not set up for conflict.
ekeefe41 wrote: » With a PVX game like this, my fear is the min/max folks are going to figure out the optimal way to do things and then everyone will just follow suit and no one has conflict. We need conflict and to fight over resources in a way to where folks will want to engage in PvP, otherwise folks will min/max their way to no fun land. Also how to we make it so massive guilds do not simply take over anything, then there is just no room for conflict if the same guild controls everything. This goes to one of the things i already find concerning. Caravan's... The pop up that gives random people the ability to defend a caravan should be disabled. The fast majority of folks that are solo, or in a small party are simply going to sign up to defend, and no one will fight over the resources. The only pop-up that should happen is an alert that you are going to be flagged for pvp if you stay in range of the caravan... that's it. Anyway, i know it is a very difficult needle to thread, making a system fun enough people want to do it, yet don't make the path to optimal a one way street, because everyone will follow it.
Nemeses wrote: » ekeefe41 wrote: » With a PVX game like this, my fear is the min/max folks are going to figure out the optimal way to do things and then everyone will just follow suit and no one has conflict. We need conflict and to fight over resources in a way to where folks will want to engage in PvP, otherwise folks will min/max their way to no fun land. Also how to we make it so massive guilds do not simply take over anything, then there is just no room for conflict if the same guild controls everything. This goes to one of the things i already find concerning. Caravan's... The pop up that gives random people the ability to defend a caravan should be disabled. The fast majority of folks that are solo, or in a small party are simply going to sign up to defend, and no one will fight over the resources. The only pop-up that should happen is an alert that you are going to be flagged for pvp if you stay in range of the caravan... that's it. Anyway, i know it is a very difficult needle to thread, making a system fun enough people want to do it, yet don't make the path to optimal a one way street, because everyone will follow it. What does min/max have to do with the drivel you posted, or did it just sound nice, so you stuck it in?
ekeefe41 wrote: » Nemeses wrote: » ekeefe41 wrote: » With a PVX game like this, my fear is the min/max folks are going to figure out the optimal way to do things and then everyone will just follow suit and no one has conflict. We need conflict and to fight over resources in a way to where folks will want to engage in PvP, otherwise folks will min/max their way to no fun land. Also how to we make it so massive guilds do not simply take over anything, then there is just no room for conflict if the same guild controls everything. This goes to one of the things i already find concerning. Caravan's... The pop up that gives random people the ability to defend a caravan should be disabled. The fast majority of folks that are solo, or in a small party are simply going to sign up to defend, and no one will fight over the resources. The only pop-up that should happen is an alert that you are going to be flagged for pvp if you stay in range of the caravan... that's it. Anyway, i know it is a very difficult needle to thread, making a system fun enough people want to do it, yet don't make the path to optimal a one way street, because everyone will follow it. What does min/max have to do with the drivel you posted, or did it just sound nice, so you stuck it in? Min/Max is about finding the optimal path and being as efficient as possible in getting best gear. I thought i made that obvious in my post. In the best way to become powerful is 1 mega guild and it's sister guilds control the entire server, that may become the norm.. Hence no conflict. Did you read what I wrote? Or are you just being an edgelord?
nanfoodle wrote: » 1. No DPS counter
Noaani wrote: » nanfoodle wrote: » 1. No DPS counter Do you honestly think I don't have one running already?
Githal wrote: » Noaani wrote: » nanfoodle wrote: » 1. No DPS counter Do you honestly think I don't have one running already? Yep you dont. And yes there will be in the future, but it will be only for yourself. You wont be able to measure other players dps
Noaani wrote: » Githal wrote: » Noaani wrote: » nanfoodle wrote: » 1. No DPS counter Do you honestly think I don't have one running already? Yep you dont. And yes there will be in the future, but it will be only for yourself. You wont be able to measure other players dps There are four statements in this post. One of them is correct, three of them are incorrect.
Githal wrote: » Noaani wrote: » Githal wrote: » Noaani wrote: » nanfoodle wrote: » 1. No DPS counter Do you honestly think I don't have one running already? Yep you dont. And yes there will be in the future, but it will be only for yourself. You wont be able to measure other players dps There are four statements in this post. One of them is correct, three of them are incorrect. Calculating other players dps is not dependent on the tool, but on the game design. The tool just calculates PUBLIC information of players dmg on the target, and converts it to dps and structures it so you can see. For this to work you need to have access what dmg the other player does with each attack. This means its possible to calculate dps of other if he attacks you. But if you cant access info of him attacking a mob for example. then it wont work