mastermesh
Mutated
- Joined
- Apr 21, 2007
- Posts
- 16,461
- Location
- Auction room somewhere...
- Society
- Freelancer
- Avatar Name
- Maria Mesh
For a long time blueprints in general have needed rebalancing. It's completely insane that a level I bp like Plasma Kyller BP requires Dunkel Plastix at the markup level/rarity level that this type of ingredient has.
Similar issues are all around the game...
Also need of old school UL weapons that don't max til level 100 are not too high at the moment in general since newer stuff like L and loot 2.0 type items came ount. Maybe some readjustments can be done to rebalance some of that stuff or create a demand for it in some way. There are lots of potential ways this could be done, many of which have been posted here in the forums previously by a variety of folks. As we get ready to enter a new game engine it seem slike adjustments like this should be thought through and implemented as soon as new engine is here since folks are going to have to adjust to the new game engine in general so may as well throw all the curve balls in at once.
I don't know what stats devs have, but it'd be interesting if they could study on back end which blueprints are actually utilized daily, monthly, etc. and figure out why certain ones are used more than others as they look at rebalancing. If they have to remove some bps from game use compensation system to make it so at decent market values. If the stats tell them which bps get TTed the most they could calculate all of that in to decision making process as well.
System could also be tweaked in a lot of ways.
Similar issues are all around the game...
Also need of old school UL weapons that don't max til level 100 are not too high at the moment in general since newer stuff like L and loot 2.0 type items came ount. Maybe some readjustments can be done to rebalance some of that stuff or create a demand for it in some way. There are lots of potential ways this could be done, many of which have been posted here in the forums previously by a variety of folks. As we get ready to enter a new game engine it seem slike adjustments like this should be thought through and implemented as soon as new engine is here since folks are going to have to adjust to the new game engine in general so may as well throw all the curve balls in at once.
I don't know what stats devs have, but it'd be interesting if they could study on back end which blueprints are actually utilized daily, monthly, etc. and figure out why certain ones are used more than others as they look at rebalancing. If they have to remove some bps from game use compensation system to make it so at decent market values. If the stats tell them which bps get TTed the most they could calculate all of that in to decision making process as well.
System could also be tweaked in a lot of ways.
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