View Full Version : Feedback Friday: 07 MAR 2008
Kavadas
Fri 07 Mar 2008, 1341, Fri 07 Mar 2008
[quote]Sneak peek at version 1.6:
With 1.6 in the works right now, we thought we'd give you a sneak peek of what you will able to experience for yourself once 1.6 goes live. These are but a couple of those handy little features that were requested at some point or another and we would be happy to get your feedback on some of the changes outlined below by using our Feedback Form. (http://www.playtr.com/community/feedback_form/tabula_rasa_feedback_form.html)
Kill Streak Multiplier
The kill streak multiplier has been updated to make leveling easier at higher levels. Previously, the same multiplier was available to everyone regardless of their level and players could only reach a maximum of plus 250%.
The multiplier will be changed to a whole number and the maximum multiplier increases as players go up in level. The whole numbers will look a bit familiar to you if you played back in beta, but a lot has changed as to when you
Kavadas
Fri 07 Mar 2008, 1342, Fri 07 Mar 2008
Pretty lame FF to be honest. What was wrong with the 0-250% XP modifier anyways? And a x6 multiplier? That would be 600% on the current scale.
And now they're selling an "experience booster"? That's retarded. And global CP tokens? Again, not liking it.
This one is icky.
Hook
Fri 07 Mar 2008, 1422, Fri 07 Mar 2008
I had no idea that there were were group bonus's. I assumed that xp/kill was just divided evenly. In Shadobane, everyone got full XP for each kill. The end result was that no one hunted alone (Not to mention that you'd get ganked if you did). But of course there were no quests at all in the game so leveling was just a grind, pure and simple.
This will definitly promote grinding for xp as opposed to missions. So the end result is that the primo grinding spots will start getting crowded. This was a real issue in Asheron's call on the non PvP servers. Of course it was part of the fun for Shadowbane. It promoted PvP since the stronger group could take the grinding spot away from the weaker group.
From a selfish standpoint I like the idea of getting my main to 50 faster. But in the long run, once I have multiple toons at 50, what will I do? It almost seems like they are cutting their own throats here. Once everyone get's to 50 on their toons, I see a mass exodus.
They better follow this up with somthing that will make people want to stick around. Frankly I don't see how they could get the needed content/mechanics online fast enough. With those type's of xp modifiers the entire player base will be maxed in a month.
Hook
Revoco
Fri 07 Mar 2008, 1452, Fri 07 Mar 2008
probably triple the amount of lvl 50s
Kavadas
Fri 07 Mar 2008, 1712, Fri 07 Mar 2008
The group XP bonus isn't currently in effect. Just something they plan for 1.6 apparently.
Campbell
Fri 07 Mar 2008, 1848, Fri 07 Mar 2008
Interruptible Reload
Players are now able to interrupt a reload when using a weapon or tool.
You may interrupt a weapon/tool reload by:
* Using an ability (including a consumable)
* Interacting with an NPC or a usable
* Switching between weapons/tool on the weapon tray
* Switching between a weapon/tool on the weapon tray and one from your backpack
* Using a consumable from the backpack
* Being the victim of a knockback
* Performing an alt attack
* Holstering your weapon/tool
* Performing nearly any other action in the game, including simple /emotes
Whenever a reload is interrupted, the text "INTERRUPT" floats from the avatar. The only circumstance where you cannot interrupt a reload is when you manually reload a weapon that still has some ammo left in it.
So in other words they are taking a feature from launch, that they got rid of, and declaring it a new feature they worked very hard on. I shouldn't be complaining, I've wanted them to undo that bullshit change ever since they had those weapon switching issues. It doesn't address the need to change weapons instantly though.
I had no idea that there were were group bonus's. I assumed that xp/kill was just divided evenly. In Shadobane, everyone got full XP for each kill. The end result was that no one hunted alone (Not to mention that you'd get ganked if you did). But of course there were no quests at all in the game so leveling was just a grind, pure and simple.
This will definitly promote grinding for xp as opposed to missions. So the end result is that the primo grinding spots will start getting crowded. This was a real issue in Asheron's call on the non PvP servers. Of course it was part of the fun for Shadowbane. It promoted PvP since the stronger group could take the grinding spot away from the weaker group.
From a selfish standpoint I like the idea of getting my main to 50 faster. But in the long run, once I have multiple toons at 50, what will I do? It almost seems like they are cutting their own throats here. Once everyone get's to 50 on their toons, I see a mass exodus.
They better follow this up with somthing that will make people want to stick around. Frankly I don't see how they could get the needed content/mechanics online fast enough. With those type's of xp modifiers the entire player base will be maxed in a month.
Hook
Seems to me that a lot of folks whine about not being 50, and the dev's read the whining and thought to them selves that there needed to be an even faster track to 50 so all those whiners would shut up. Like all of the alpha wolves are sub 50... I think. Pushing above 250 at 40+ seems like a nice benefit though. Maybe 45+
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