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The three things RWK needs to revive... |
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05-30-2016, 10:28 AM
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#1
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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The three things RWK needs to revive...
As I see it, there are three fundamental issues with RWK in it's current state, and they each revolve around one theme; incentive to progress.
- Incentive to build a powerful character
- Means to do so using gold
- Incentive and ability to hinder others from doing the same
Firstly, powerful characters have no raison d'etre outside of acumen. 100k ash every year is simply not enough draw to SoSe and shade a character, let alone put together a dueling suit.
Addressing this is tricky. A bland suggestion would be to reduce the 12 month sanction on acumen wins to 4 or 6. Alone, this is likely not enough. However, assuming increasing acumen rewards back up some is not on the cards, it does increase the potential for each character to pull their weight.
Another option is to add something for powerful characters to do in the time where they are not eligible. One option, perhaps, is adding PE drops to the forbidden palace, the highest mobs giving greater chances. They would need buffing in such a manner that only a 125 skill shaded herculean character can kill a reasonable number of the top mob an hour. The drop rate can naturally be tweaked to not devalue AA's too much, however the barrier to being able to accrue PEs this way can be made much higher than AAs.
Given incentive to progress characters, secondly, gold needs to help you do so. We need gold sinks outside of war to make gold worth warring over. This provides incentive to participate in the kingdom game and all that comes with it.
Currently, the only way to use gold to advance in the endgame is dropping stones and tectons for the chance of a DD. The amounts required are obscene for most players. Previously, only botters have been able to achieve the income levels that make this viable. PEs are a reasonable draw. Newer players can use them to have their demonics crafted for them, older ones can save for DDs. I suggest something along the lines of giving the palace keeper a GT gets you a 50% chance of a random PE. The more fun alternative is a 100% chance of spawning a new public beast, The Palace Thief which drops a PE. You may kill as many of these as you wish per month, like AAs used to be.
Simply adding ubers to the public spawn chance table and allowing the use of a tecton or stone in place of 1k ash would be a huge start. We don't have thousands of surface characters spawning beasts all day like we used to.
Last and probably least is the incentive to prevent others accruing gold thus reviving the war aspect of the game. Get issue one and two sorted out, the incentive will manifest itself.
The ability to wage war needs looking at last. Something as blunt as squarerooting rune defence past a reasonable base would work (say, 10 or 15), keeping spikes a viable (albiet more expensive) tactic but making swathes of 50s or 100s more comparable in the cost to destroy verses the cost to build.
I'm hoping people have some suggestions as to character building incentive in particular. It seems to me addressing each of these issues in the order I have presented them makes the remaining issues easier to resolve.
Let's make RWK great again (r)
Last edited by xaivia; 05-30-2016 at 10:42 AM..
Reason: Grammar
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05-30-2016, 11:00 AM
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#2
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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One excellent suggestion to incentivise character building from in game chat:
Quote:
[***,Dun,***] Sesostris: One idea tossed around years ago was to create mini-brawls throughout the month
[Unknown] Seith: The pub keeper throws a bar stool!
[Unknown] Seith: Last one standing in the pub gets 5k ash
[***,Dun,***] Sesostris: The rewards were proposed to be adjusted so that they do not overshadow Acu, but they were to incentivise consistent character building
[Unknown] Seith: That`s a good one. Post it man
[***,Dun,***] Sesostris: I don`t post, feel free to take the idea and run with it.
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The trigger for these events could be random like beast spawns, or by imbuing the pub (another potential gold sink) or simply scheduled like acumen.
If the imbuing route is chosen, I suggest limiting it to SoSe characters only and one per week or month depending on the balance of rewards.
Whatever makes the most sense really.
Last edited by xaivia; 05-30-2016 at 11:02 AM..
Reason: Implementation suggestions
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05-30-2016, 05:06 PM
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#3
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Neophyte
Per is offline
Join Date: May 2016
Posts: 8
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I think something needs to change to keep RWK competitive with the current amount of players. I don't think your solutions will fix everything. I will comment on your suggestions and add my own as they fit.
Background/bias: I am a long time player who's won acumen and plex compets on S2 at several different points in time, i.e. at different levels of competition. I was never the end-game boss of RWK.
Before going into the hows, though, I'd like to discuss why this is an issue now, when it hasn't been in the past.
Long story short, there's too much space for plexes.
Currently, there are two reasons for you to have a plex after earning your first 10T or so: Making more gold, which is currently mainly good for building a bigger plex up to 1500 kds, or competing in the plex compet. (This is for S2, where the large plexes were just banned, and as such the established plex compet order has been broken)
In the past, you'd nuke out your neighbour because you didn't have an alternative. If you wanted to build, you'd clear some scrub off the map and place your plex there. Sometimes that scrub was another char of some uber, and you were doomed, but sometimes, you'd just build there. Now, we don't have enough players, and even if we did, the 1500 kd soft cap makes it so that building small and safe, then going up to 1500 kds over a bit longer period, is the way to go. With everyone doing neat plexes that are nice for running and bezzing, this leaves A LOT of space, since each plane can hold 60 "capped" characters, and we're nowhere close to that now. In conclusion, it's just not worth it to remove your enemies' plexes, since they'll just pop them up somewhere else, and you'll just have to dump the kds or get swamped with corruption.
With that out of the way, let's go into the above posts:
Quote:
Powerful characters have no raison d'etre outside of acumen. 100k ash every year is simply not enough draw to SoSe and shade a character, let alone put together a dueling suit.
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I feel this is two different issues. I agree that having a powerful character that wins acu makes the character feel kinda pointless. After all the work you've done to get it skilled, fully shaded, xferred to a proper build, building a decent suit, testing what works etc., you're left with a beaster in a bland suit, since you're moving your dueling stuff to your next would-be winner.
Winning acumen isn't the reason to SoSe a character, though. For your first character, getting SoSe is such a rush. Seeing your character getting awesome is quite rewarding by itself. All the way up to building your own duel/skill suit, winning acumen probably isn't the next goal on your list, although doing better in acumen always is.
Quote:
Addressing this is tricky. A bland suggestion would be to reduce the 12 month sanction on acumen wins to 4 or 6. Alone, this is likely not enough. However, assuming increasing acumen rewards back up some is not on the cards, it does increase the potential for each character to pull their weight.
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For someone powerful, being able to enter acu more often is awesome. For someone trying to get far in acu, it's not. For someone trying to sell upgrades, it definitely isn't either. However, with the dwindling number of strong players, it could be argued that being eligible more often is fair. I'm probably incapable of giving a fair judgement of that though, and as such will leave it at this.
Quote:
Another option is to add something for powerful characters to do in the time where they are not eligible. One option, perhaps, is adding PE drops to the forbidden palace, the highest mobs giving greater chances. They would need buffing in such a manner that only a 125 skill shaded herculean character can kill a reasonable number of the top mob an hour. The drop rate can naturally be tweaked to not devalue AA's too much, however the barrier to being able to accrue PEs this way can be made much higher than AAs.
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I think this is good because it allows for different ways to reach the goal. Got a fully shaded, skill capped char? It can farm stuff. Got a decent char in a full D*Dev/Super suit? It can also farm stuff. Got a char at 99 skills in demos? Tough luck, git gud.
What I really like about this, though, is that it gives an active way to gain ash. This means that poker can be rebooted to be a help for new players (and older players trying to get more SoS chars.) Adding a condition to poker that means you can't get all your upgrades by pokering, can't get D*Devs by pokering, and can't move ash to your access characters would solve the problem of players sitting semi afk all day playing poker (no betting, of course, or you'll get nuked!) on 10+ chars. I'm not sure what exactly the threshold should be, but moving the non-SoS ash upgrades to a different NPC, and make that NPC available only when poker gets disabled would be perfect, imo. This would make the citizen in hev available only to people who can no longer play poker. Reducing the ash cap to 100k would make it impossible to farm ash for a DD before getting SoS, but wouldn't make using EEo50kAsh a nightmare. All this would only make sense with a decent ashing alternative that requires active play, though.
Next up, gold use.
Right now, as I said, the only real use for gold is getting more gold. I don't believe that tects/stones dropping DDs was supposed to make them a gold sink, rather that it was supposed to be an incentive for nuking (which is a gold sink, so reduces to the same, I guess) I think that using gold for PEs is a decent trade-off, as it allows new access players to get their next upgrades (after poker is removed, see above) for gold instead of the, let's face it, rather demoralizing ash grind. I do not, however, think that using gold for spawning public beasts is a good idea, as that really doesn't incentivize anyone to keep gold from their opponents. This does also mean, however, that trading gold for PEs is sort of a stillborn project, as it's basically the same thing. What could be done in its stead is trading pes for upgrade tokens, which can be used for upgrades, but can't be traded back into ash. Think Sky Citizen without the Give it back option, using PEs for more options than a DD, as a mix between current Sky Citizen and Ash Collector.
Quote:
Pub brawl events, winner gets ash. The trigger for these events could be random like beast spawns, or by imbuing the pub (another potential gold sink) or simply scheduled like acumen.
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Imbuing will be another gold for ash en masse trigger, which I dislike. With how beast spawns work right now, random spawns would mean the same people would get it over and over, since so few are on at the same time. I guess that's the point, but at this point it'd just be oppressive with people logging out in their brawl suits at pub just gathering random ash while offline (if your suit/build is good enough compared to online competition)
I think the idea has some merits, but it needs some kind of cap or tweak to make it not just a free ash farm for certain people.
So to sum up my thoughts so far (TL;DR)
Not enough people are playing to make the amount of kds feel restrictive with the 1500 kd soft cap. This is stifling competition.
Powerful characters feel bad once they win in acu. The above suggested NPC area with PE drops can work, if the drop rate is good enough to not feel pointless, but bad enough to not flood the game. This could also lead to a reworked poker that doesn't allow you to poker for DDs or move ash to your established characters via poker.
Gold to beasts and gold to ash is a bad idea, as it will lead to maximizing the server gold being the most efficient beasting method - minimizing KD competition.
Pub brawls can be fun, but probably will be an oppressive free ash farm for the strongest guy (another possible passive farm) or another gold to ash route.
So what else can be done?
I think that the biggest hinder on competitive play right now is the corruption and kd soft cap mechanics. While I understand both mechanics from a crowding and business perspective, the game just isn't what it was back when these changes were implemented, and the changes don't add anything good to old or new players right now. As briefly touched upon above, having a cap of 1500 kds make you play relatively small and extremely safe. For years now, the general practice of the would-be big shots, such as myself, has been to build your plexes with a 100 runed wall (depending on plex and politics, this would vary much in thickness) with 50 runed bread plex. For most players, this is not nukable without a considerate cost in tectons or 125kms+drc, and in any case a veritable ****ton of gold and time to do the actual nuking.
This means that newer players will have to catch up with the actual kds of the old players, then the runing, then make enough spare cash to actually nuke someone. It just isn't feasible right now.
The way to change this is to make having a lot of kds not only possible, but a positive thing. As it is now, building a 50 runed maxed kd from scratch costs you 86b. This means building a 1500 kd plex of maxed 50s costs 129T. Building a maxed 10 costs 46b. This means you can build 2800 10s for the same 129T. The tens take up twice the space and are considerably easier to nuke, but cost the same, and with bezzing being king only, take considerably more work from the king to make a lot of gold off of. What could work, though, is giving some other benefit to having a lot of kds. I'm thinking something along the lines of Shadows giving a bonus to nuking, only the other way around. In short, having a lot of kds could give a combat bonus, examples being every 1k kds giving a 1% chance to revive OR a 1% chance to resist mez/void OR a 1% chance to ambush/counter an ambush OR ... It could work like approbations, adding another level to character building, and if worked around some tweaked corruption formula could give another layer of cost/benefit to building.
Since this would work for every character, it would add another level of preparation for acumen as well - Do I spend my gold nuking my opponent's suited char, or do I spend it building up kds for myself? Do I build easily nuked 0s/5s/10s to get the combat bonus, or do I build safer but fewer kds? With the new, improved DMU, a new one just before acu could be made to count the combat stats for acu (with plex compet working either off the new one or the usual one+Friday's)
If any of this is to really work, now would be the time (on S2 at least) since most players have small plexes and are starting to build up their empires, their characters, their suits. Adding more layers of competition now would make the game even more interesting as an old player who can't skill, has no reason to xfer (apart from small changes after capping) and knows exactly how they wanna build their suit. I'm having a lot of fun in RWK right now, since nothing's set in stone, but I'm afraid it'll all grow stale again after the dust settles.
My apologies for the wall of text, turns out I had a lot to say on this topic.
-Per.
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06-01-2016, 11:23 AM
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#4
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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Some excellent points per.
While far too much to dissect, I will elaborate why increasing the kingdom limit drastically may not be the worst thing from a financial point of view for Glitchless at this stage.
In a sentence, is it worth having a DRC or even DoD/DaD on each of your kingdom holders at a 1500 kingdom limit?
**** no.
A much higher limit drives incentive to 'finish' kingdom holding by achieving 125kms and equipping them with either the 48h combo or the full DRC if their plex is particularly strategically important. Naturally, doing so is bloody difficult and/or expensive.
The concept of kingdom count improving character prowess is incredible in my opinion. Combined with a reason to have powerful characters outside of acumen we could well be on to the elixir of life RWK needs. For returning players at least.
The new player experience is a whole other story and I've seen reasonable suggestions elsewhere in the forums but that is a topic for another day.
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06-04-2016, 06:50 AM
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#5
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Neophyte
Per is offline
Join Date: May 2016
Posts: 8
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A suggestion I've thrown back and forth between me and my teammate a few times is to tie corruption to total amount of runes in your plex rather than number of kds.
Tie that in with the suggestions RF made in this thread and the above changes to corruption/kd influence, and I think nuking could be something people'd do again.
The general idea is of that thread is to cap the defensive properties of runes at 25 runes, while removing siege/assail and upping the amount of runes left in a nuked kd to shift the attacker/defender balance back a bit more towards even, instead of the current "if there's a defender on, you can't nuke"
What I'd do then is adding a total rune cap before corruption of 30.000 runes. Having a 1k kd plex (current max with 0% corruption) would allow you to defense cap all these kds and have 5k runes left for rune banks. If you have a 1500 kd plex (current max without 100% runes left when nuked) you can rune them all to 20s and have no corruption, but not maxed defense either, or you can max defense and get corruption. Using the 2800 10s from my last post as an example, you wouldn't be put over corruption cap, but your kds would be considerably weaker, i.e. completely in line with the other suggestion. I don't know if the game has the mechanics to handle this sort of count, but I would be surprised if it doesn't.
This also means that expanding won't be as simple as building your first plex (if you're at rune cap) as you'd have to swap around runes rather than just throw in extras. Means you'll have to be absolutely sure you wanna expand, instead of just popping another couple thousand kds for acu (sure, you can still do the pop-up plexes of empties S2 are seeing for plex compet right now, but as we've seen, that stuff can be taken down in no time at all, thus being a waste of time and gold)
Having more reason to buy drc is nice, but as a defensive tool DRC is pretty limited right now (possibly because defense is already so strong) as the double rune part is packaged along with Transcend. I like that weak players, who'll generally be getting this gf, have the same rune defense as the strong players who build drc, but right now, as nuking is so deincentivized by the game mechanics, anything over one 48hr combo to send around to your chars when you bezz them seems like a waste. All in all this will make drc and dwd in particular more valuable, and might make people get a suit+drc again instead of just the D*Devs for dueling.
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06-07-2016, 03:25 PM
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#6
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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I never much cared for a hard cap on rune defence, though I totally get the point.
It would be a shame to lose the tactical potential of high-runed kingdoms. However presently they are far too cost effective, hence why people build entire plexes of them.
Amusingly, besiege and assail were hailed as a 'defensive' update to help people remove single, high-runed 'speckles' from their plexes.
Rune corruption was removed because it ****s anyone without enough characters to hold wall plexes you don't bezzle. It was hugely exploited to this end by hades in fortress dungeon, who walled off the entire east side with 0's behind it.
I don't mind corruption as we have it now so much. I just find the 1500 hard cap before profit nuking kicks in to be blunt and arbitrary. With the amount of space available at the moment, having something like 500 kingdoms per 25 levels of kingmanship before corruption kicks in and/or have DRC halve the corruption rate might not be a bad way to go.
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06-09-2016, 03:58 AM
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#7
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Neophyte
Per is offline
Join Date: May 2016
Posts: 8
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I can see how that's an issue. Capping rune defense would kinda make "impenetrable wall plexes" a non-factor, though. Seeing how I wasn't a major plex holder before the current system was already in place, I honestly don't know how rune corruption worked before, and my suggestion might reflect that.
Current system ****s players without a ton of characters. Rune corruption ****ed people without a ton of characters. With the recent changes to /pe, having thousands upon thousands of kingdoms on the same character might be impractical for bezzing purposes, but I think the real problem here is finding a balance between incentivizing having a lot of kds on the same char and incentivizing building a bunch of characters. As long as powerful characters are useless outside of acu, having more characters is kind of a waste of resources unless it gives a plexing bonus.
So either we have the plexes of old with 20k kds on the same char (which would look awesome on the maps compared to the patchwork of today) or we have the "small" plexes of today with so many runes they're impractical to nuke without literal quads of gold. Both versions have their problems, and as such, I think incentivizing building more kds, even with the current corruption rules (with a 100% corruption cap?) would be the option that would give the most life to the game currently.
To recap: Any corruption rule means having more characters is better. This is great from a business perspective (more chars sold) not so much from a gameplay perspective (very hard to catch up without making 4th scepter chars to hold more plexes) A reason to build kds even if it means not making as much gold would also mean a reason to deny your enemies building kds, and could bring life back into the game.
If you insist on having some sort of corruption rule, an option is a new scepter/quest item that adds your kd pool to another player (assuming there's a reason to do so) with a chat command. As an example: I have a character with 2500 kds. I also have a character with 0 kds. Doing "/L Per" on my second character, my corruption would drop from 30% (by having 2500 kds) to an estimated ~8% of having 1250 kds. To avoid abuse, this corruption would be on both characters. To break the link, my second character NotPer could then do "/L NotPer" giving him 0% corruption, and Per 30% corruption. This requires a great deal of trust from both players (as breaking the link would make nuking the receiver easier, and the giver doesn't gain anything unless the receiver pays him somehow)
Some mechanic would have to be in place to avoid "sending" tons of useless kds to nuke targets. Could be an accept prompt like a trade, could be a chat command, could be something else entirely.
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06-10-2016, 06:58 AM
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#8
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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I'm not sure exactly how the /R change is any different to just having them on two characters unless I am missing something?
Maybe if used in combination with something like this;
Every 100 kds your character has on a particular plane gives you a % increase in the following...
Heaven - 0.5% Revive chance
Sky - 0.5% Ambush chance
Sur - 10% Gold drops from mobs (**** you per!)
Dun - 1% Devoid chance
Hell - 1% Void/mez resistance
I'm obviously joking about surface, and this is with the current (abhorrent) 1500 kd cap in mind. Lower %ages might be better if we got rid of that.
Last edited by xaivia; 06-10-2016 at 07:00 AM..
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06-15-2016, 12:36 PM
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#9
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Neophyte
Khettry is offline
Join Date: Sep 2014
Location: West Coast, USA
Posts: 3
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As a newer player (Spiznak on S1 only mostly), I love what I'm reading here. Let me just add my <silly> suggestions to the list.
There definitely needs to be a new gold sink, though. Perhaps similar to imbuing certain locations for specific drops. Another place on the surface (puddle is better than pub because of the need of bubble to get there) could be best served as a double-than-current-ashing-locations via a 1T token, similar to sending a rusty dagger to the Quake Keeper from a 999 KD for a Tect, or simply make it a "drop a tect/stone for 1 ash per kill for a game hour". Locations off surface can give a random chance (maybe up to twice or so) to drop PLAs, UTs, DEs, etc. with that same requirement. I would recommend using established "Special KDs" for this, but remembering new locations isn't really a big issue. I would also put the constraint of having to have a SoFR (as with mines) is required to actually gain that benefit. If this is not a significant enough gold sink, then we can always say "require a tect and a stone to be dropped before bonus kicks in" and build on it from there.
Another option is combining this idea (make every repeatable drop from beasts available) with a payment of a certain token at ID so that different things drop from different mobs in the insane menu. Something like getting trill coins (999 kd w/ rusty dagger traded to the rune keeper) as a new form of treasure that can be traded back and forth, and requiring 5 trill coins per insane dungeon token, which unlocks the special drops for a game hour. I would imagine needing to kill a fargfarg or better to get anything of value. Because I don't actually have any DxDevs yet, I don't know how easy it is to kill the top mob in ID 'cause I can't even regularly take fargfargs you can't slow vamp from, but maybe that could be a source of DD drops. *waits for flame responses*. In either case, the more valuable the drop, the less frequently it drops. i would imagine getting maybe 1-2 DEs max per game hour and DDs dropping every 3rd or 4th game hour spent on insane dungeon tokens. Maybe just give a small chance of finding any of them on each kill with the chance increasing with harder mobs in the list?
As for the Poker thing, mentioned above, I have a suggestion that doesn't wipe it off the block completely that will still provide a fix to the lazy ashing done by those with tons of toons (guilty myself, tbh). Split into 2 versions of Poker (another option): competitive and bonus only. This should include a gold buy-in option for bonus only (only) and I have a good reason for this.
For the bonus only, each hand should only give about 5 seconds between showing cards in the series with a 10 second pre-game join timer, but players can join at any point in the game. It will cost 30 ash (or 5 runes) to join and you're not allowed to raise. This should come close to matching active ashing/crafting timelines (63 drops in about 3 hands at 125 haste averages about 100 ash). Bets in runes get paid out in runes to prevent transferring gold to ash in this way (easy to set a flag at the beginning of a hand of poker, programmatically), even if the player switches to ash payout after hand starts. Also, there are always 2 bots (RWK NPCs) always playing, for a higher chance of a split hand, whose ash doesn't get paid out, even during bonus hands. Why 2? Just because when I have 4 lazy ashing, they usually split in pairs.
For the competitive version, ante is 10 and max is 1000. Splits don't pay out under a bet of 500 to prevent lazy ashing there. This will still allow players to transfer their ash from 1 toon to the other, but at a greater risk of loss if another player joins, so more incentive for others to break into the game while someone's transferring. If Jeff would prefer to block transferring ash, a rule can be added that if another player (different IP or local network) doesn't join the hand, ash is refunded and the hand resets.
Either way, I think a message needs to be printed about what the high hand was in the event of a split and how many players had it so newbies aren't 1 and all confused about why there wasn't a payout.
I currently own 2 SOSEs (purchased) and don't bezz them for half the week because there's almost nothing to spend gold on (other than crafting and who wants to do that **** all day?) and almost nothing to buy even if players were willing to sell what they have for gold.
Thanks for reading. Feel free to flame/promote as necessary.
<1st Edit: Poker addition>
Last edited by Khettry; 06-15-2016 at 01:13 PM..
Reason: added Poker suggestions
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06-16-2016, 04:30 AM
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#10
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Neophyte
Per is offline
Join Date: May 2016
Posts: 8
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Xaivia: The link has one objective benefit with no other changes. It makes for easier bezzing, especially if you do 48 bezzes, or if all your chars aren't EEoGT trivial. Subjectively, I think it's a cooler from a fantasy perspective to have one char reigning supreme on a plane, and the maps will look way cooler than the patchwork of today. Maybe it wasn't clear in the previous post, but it was supposed to go with some of the above changes, especially the "having kds = combat bonuses" suggestion that you recapped. Not sure if binding it to plane is better than having an approbation-esque menu to choose from, but those are details that can be ironed out if Jeff decides to go with something like this.
Khettry, having a DD drop every 4-5 game hours would be absolutely economy-breaking, as that's basically enabling people to ash 50-60k ash an hour. While DEs now are too rare, we wouldn't wanna flood the game with them either. One of the beautiful things about RWK is that you can have these long-term goals, that it takes a long long time before your character is finished. Wouldn't wanna cut that short too much, as everything points towards the first time being the most awesome, and replicating it seems more grindy with less feeling of reward. That said, I think using the higher mobs of ID as a gold-to-something-else-we-actually-want sink is a good idea.
I'm not sure how your version of poker changes anything, except taking the betters away from the farmers, making it easier to farm AND move. Could you explain what your goal with that change would be?
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06-16-2016, 05:42 AM
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#11
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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Quote:
Originally Posted by Per
I think it's a cooler from a fantasy perspective to have one char reigning supreme on a plane
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I am with you on that for sure. It does save on haste/kms skilling too I guess but would the alternative characters need 4th scepter?
Khettry:
Beasts are fun, they have always been fun. I'd rather not take away from them things like DEs that made them fun and rewarding. There is a reason DEs are not available as privates.
We really need the spawn rate upped though Jeff! It is extremely rare to see even one non surface beast a day these days, let alone ubers. I have never even seen a DE spawn out side of a MBI in the few months I have been back. No beasts spawning is very dull.
The only other bit of excitement in day to day game play is trying to cheat royal flush chances on a dozen alts. It would be a shame to remove that, as weird a feature as it is.
I like PEs as a gold > usefulness route. If we got a way to grind hard mobs and/or sink gold for them I don't think anyone would miss being able to convert them back to ash if that is a concern.
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06-16-2016, 06:14 AM
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#12
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Neophyte
Per is offline
Join Date: May 2016
Posts: 8
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Does save on some skilling too, that's right. It all depends on what we're trying to achieve. I'd go with it as requiring 4th/SoSe to get the upgrade for it, but it might be worth going for larger, unsafer plexes in general with a whole bunch of war changes, and then it could make sense to make the link more easily obtainable.
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06-16-2016, 10:19 AM
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#13
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Neophyte
Khettry is offline
Join Date: Sep 2014
Location: West Coast, USA
Posts: 3
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Sorry for not clarifying, the bonus only version of poker would only pay out if there was a single highest hand when not paying out a bonus. That means if 2 or more players get the same flush or lower, nobody gets ash from the round. That would cut down on people actually staying even for long periods of time while going for bonuses. The other part I forgot to mention is that there are no bonuses paid in the competitive version, so it's just for taking each others' ash or transferring (at risk). I think the tradeoff would have to be a little more ash reward for the lower bonus hands so the majority of the few still playing or just joining wouldn't cry about not making any ash out of poker. Gambling is supposed to be house wins majority of the time, but as it is now, the house pays out tremendously most of the time.
Maybe there can be a place to drop a token (worth at least a trillion) that increases the spawn rate for that game our so there's a large chance of spawning something that game hour. Maybe increase the requirement for tokens to make it a chance of a private spawn, but that might be too OP. I'm not sure yet. I think if it's a 5T token that it won't get terribly abused, especially since you'd have to be pretty close to your actions limit for the hour in order to get the spawn for sure. Either way, it would help get some of this heavy gold out of the game.
I think the best possibility for this is a single location on each plane and a message that says something like "The Surface is ripe for monsters" to let everyone know it has been publicly imbued. The beast could spawn anywhere on that plane, but the fighting has to occur in that location. Again it makes sense to use the keeps, the shrine, and pub or puddle and require SoFR to trigger the spawn. Or again we can use the idea of dropping a tect and a stone in the same location with messages like "___ reigns death upon the Surface" and "___ stands in defense of the Surface" with a follow up of "the Surface is rife with beasts" or something like that.
Last edited by Khettry; 06-16-2016 at 10:26 AM..
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06-16-2016, 12:23 PM
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#14
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Epic Scholar
Soxson is offline
Join Date: Sep 2012
Location: somewhere around Draak
Posts: 3
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Is there a way to block threads? I'm tired of seeing this and other RWK threads when I hit the New Posts button.
__________________
Quote:
Originally Posted by Glitchless
7:58pm July 1st 2015
MVP status transferred from Daer to Soxson.
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Quote:
Originally Posted by Master
You are just too op... Someday I'll be as good as you! You are my idol
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Quote:
Originally Posted by Dennisthemenace
Don't make me get my step ladder!
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Quote:
Originally Posted by Misguided
I can!
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06-16-2016, 01:24 PM
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#15
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Neophyte
marzus is offline
Join Date: Jul 2012
Posts: 1
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Quote:
Originally Posted by Soxson
Is there a way to block threads? I'm tired of seeing this and other RWK threads when I hit the New Posts button.
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I bet many others are also tired of seeing your nonhelpful posts.
It is not like there are too many RWK threads in the news feed and you can't see your Nod threads because of them.
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06-16-2016, 01:58 PM
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#16
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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Quote:
Originally Posted by Soxson
Is there a way to block threads? I'm tired of seeing this and other RWK threads when I hit the New Posts button.
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Not that I am aware of, but fortunately there is a way to report posts.
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08-01-2016, 03:29 PM
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#17
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Administrator
Glitchless is offline
Join Date: May 2008
Posts: 321
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Interesting.
__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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07-03-2017, 01:45 AM
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#18
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Neophyte
xaivia is offline
Join Date: Mar 2016
Posts: 23
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Quote:
Originally Posted by Glitchless
Interesting.
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Thread delivers! You champ
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