Developer Notes #8

A lot of melee weapons were designed in mind there will be no amps. The problem is that everything needs to be in balance somehow, you cannot now simply introduce melee amps and make big number of melee weapons superior in ECO compared to everything else, this would just bring unbalance to the whole system.

The mistake from their side was to even publicly think about them :)

The whole general eco of population affects a lot, that's why way back you were fine shooting with even 2.8 , now practically 2.9 is the base level to start with..

There are a couple of blades with really good DPP but nothing like an Imk2. Damage Per Pec is only a piece of the Eco puzzle. True Eco is inexpensive damage done at range without defensive costs such as armor and FAP decay.... Mob regen is also a factor.

Keep in mind, any laser amp that's Omegaton A101 or higher has a DPP in excess of 4.6 (based on max dmg) which is quite a lot. Before amp size restrictions, lots of PED were made by slapping an A106 on an Opalo or something similar.

Because melee hunters will always absorb more armor and fap decay any potential Eco advantage is washed away. Moreover, there is no reason for MA to make melee amps as Eco as the Omegaton laser amps.

Melee amps only need to give a slight DPP gain, specifically, melee amps should be 4.300 DPP (max dmg calc) so when you apply a damage interval with a maxed SIB it's 2.989 DPP, exactly the same as an Archon Sword. That sounds very Eco, but compare it to a LC-100 with an A106 that has 2.951 effective DPP and enough range to allow you to kill a lot of things without absorbing any defensive costs.

Most melee items are 2.8xx effective DPP so the example above would work very well and still give room for less restrictive amp options such as an amp cap of 100% of max damage instead of 50%.

Then for (L) melee amps, bring the DPP down just a touch but relax the amp size cap to 150% or 200% of max damage.

With this kind of DPS available to a broader swath of the player base, the demand on a lot of things will increase... Crafted and unlimited armor for example.
 
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Each of the three professions relies on materials provided by the the other two and the balance now is different then it used to be. It's going to be quite interesting to see which direction MA steers the balancing ship.

I think MA needs to make some unpleasant and unpopular decisions and changes, more things needs to be limited and consumed. They need to make more things limited, or at least at something too the repair that requires resources that are looted. Things like cloth should have higher decays and be limited or require resources to be repaired. They should also think on some kind of food system, the avatars need food and we could get meet from the mobs. I also think some kind of time decay should be used, items gets a small additional decay each month, even if the item is not used.

I believe they must increase the decay of items and consumption of resources to improve the overall economy of the game. Today it's to focused on weapons and tools directly used by the hunters and crafters. My solution is to increase the living cost for the players, more decay on rarely used items and similar things. They could increase the loot a little as an compensation. I know it's unpopular with higher cost, but I believe it would benefit the game.
 
My solution is to increase the living cost for the players, more decay on rarely used items and similar things. They could increase the loot a little as an compensation. I know it's unpopular with higher cost, but I believe it would benefit the game.

but this is the same strategy that MA has used for over 5 years and has failed, you cant just keep raising prices to make up for ones own failure to make the game attractive enough, this is how we got into this position, MA wasnt satisfied with the golden goose so it slaughtered it for short term interests.
back then, when MA still had reserves and i saw this coming i started a thread with this topic "MA should halve the cost per hour and eat reserves until the playerbase doubles?", with no reserves my viewpoint is, MA should sell EU or the existing investors need to cough up a serious amount of cash and they should halve the cost to play.
they should then hire a top game developer and a economist and sort out a pseudo-economy that works in the players interest and the hire a professional marketing team to properly market this game.
above all the should have someone at every meeting who's only task is to keep saying, but how will this effect the players interests.
it does not get any simpler imho, happy players play more and are free advertising, and a professional team gets one the best results in the shortest amount of time.
if MA can not survive on 2.5% of players turnover then they should only look to themselves and why they failed to keep this game attractive in the way it used to be, and why they failed to properly market it.
given the repeated failures MA suffered and the many bad decisions one can only conclude the rot goes to the very top.
 
but this is the same strategy that MA has used for over 5 years and has failed, you cant just keep raising prices to make up for ones own failure to make the game attractive enough, this is how we got into this position, MA wasnt satisfied with the golden goose so it slaughtered it for short term interests.

They have? I have not seen much change in this department at all. And I'm not talking about fees, like fees entering a planet and similar stuff going direct to MA pocket, I'm talking about cost in form of resources, even if the tt value of this also goes to MA pockets. We need a change to a economy that requires us to buy more, and more often, items and resources from players.
 
{...}....

MA can easily release unlimited melee amps with good damage and good Eco through (L) blueprints and also in hunting loot. Doing it that way would allow them to control how many are in circulation at any given time. They also can release super high damage crafted (L) melee amps for people who want balls-to-the-wall DPS.
{...}.

Nope, it's only way to put them into game, as there is no way to pull them out. It's not even close to control they have over L stuff. But I understand your lobbing as melee user, you doing it every second post :p
 
if MA can not survive on 2.5% of players turnover then they should only look to themselves

97.5% return? i would hunt all day nonstop if i were to get even 95%, but its kinda impossible. Not to mention mining, 35k drops with 73% returns....
 
I'm not a fucking reseller.

What was before:

X5ERgbu.png


What is NOW:

u1L4iS9.png



You get it, or I need to comment?

Looks like we need more "fucking resellers" then, who can buy hunting loot?
 
I think MA needs to make some unpleasant and unpopular decisions and changes, more things needs to be limited and consumed. They need to make more things limited, or at least at something too the repair that requires resources that are looted. Things like cloth should have higher decays and be limited or require resources to be repaired. They should also think on some kind of food system, the avatars need food and we could get meet from the mobs. I also think some kind of time decay should be used, items gets a small additional decay each month, even if the item is not used.

I believe they must increase the decay of items and consumption of resources to improve the overall economy of the game. Today it's to focused on weapons and tools directly used by the hunters and crafters. My solution is to increase the living cost for the players, more decay on rarely used items and similar things. They could increase the loot a little as an compensation. I know it's unpopular with higher cost, but I believe it would benefit the game.

More things do need to be consumed however what you are talking about would be highly unpopular and detrimental to the whole game. There is no shortage of new things that can be added along side of what already exists.

Moreover, simply increasing the size of the player base would help a lot of things. With the success of the recent ad campaigns, MA demonstrated that they can increase the size of the player base at will.
 
IMO, what lead us here is the PP's competing over better L gear (better base eco).
MA kept allowing it & now the diffence in eco doesn't make any sense at all anymmore to invest in an UL item + the skills to max it.
The good side for MA is that this decrease in enh use will make more ppl use them & they will turn over more peds/h then b4..
The big problem I see with this is that the crappy markups on hunting loot will only become less
 
IMO, what lead us here is the PP's competing over better L gear (better base eco).
MA kept allowing it & now the diffence in eco doesn't make any sense at all anymmore to invest in an UL item + the skills to max it.
The good side for MA is that this decrease in enh use will make more ppl use them & they will turn over more peds/h then b4..
The big problem I see with this is that the crappy markups on hunting loot will only become less

There are plenty of good UL gear that you dont need an investment in skills to max.

But yes, a part of the problem is MA keep allowing for UL gear to drop ( weapons mainly ) , causinc inflation in a market where ppl already have started to choose L. This enhancer change will turn interest back to UL gear ( that you max ) since you will have more advantage over L.

The future.

Casual weekend player , go L

Play more? , go UL
 
I agree dasouth, that's certainly part of it.

As mentioned above, we do need to have more things being consumed. Part of that is increasing the player base, but another part is by adding new items which dont have to be new weapons.

MA has added a lot of stuff but more can be added.

- Weapon lights that give a skill bonus like lasers and scopes
- new vehicles
- taming and mob armors
- plus nearly endless other ideas.

Moreover, if you want people to buy more of all things at the auction a fantastic way to do it is by creating a portable auctioneer. This way, while we are out hunting and mining, we can be scouring the auctions for stuff that we might want. Allow people to view, bid, and buyout through the portable auctioneer but still require they visit the actual auctioneer to pick up won items or list new items.

I'd be happy to pay that little bit of decay to use it

Beyond that, what EU really needs is something of high entertainment value that doesn't include running peds through the loot system but still causes a meaningful amount of decay and TT consumption. PVP is an example but PVP needs to be improved and also there needs to be more than just PVP.
 
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Lots of nice ideas in this thread, but as hinted at they are all just decorations on the shit pie.

MA has driven themselves into a corner. Sure they can and probably should add in some of these bells and whistles. However, people aren't quitting the game/gearing down/leaving as nubs because they don't have an unL amp that does 4.6 dpp instead of 4.2 dpp or because they can't look at the auctions on a whim out in the middle of nowhere. They are doing that because this game is very expensive for most people. It is a very niche game and will always have a niche amount of players in it at the current costs.

What does everyone always say is a good average return, 90% right? That's a horrific return percentage. Hell, the scummy Indian casino down the highway does better than that. Look at a nub that goes out with an opalo+a101, hunts for 2 hours or so a day and spends ~70 ped doing it. Thats 7 ped a day gone. 20 bucks a month. Not terrible you say, but then what happens to them, they level up, gear up and increase their playing. Now this nub is using say an Isis LC-35+a106. Now they are spending ~600 ped a day and losing 60 ped a day, 1800 PED A MONTH. Thats ONE HUNDERED AND EIGHTY DOLLARS. Even at half that activity level that is an insane cost for a simple MMO. And this is all assuming our theoretical nub is able to even get 90% TT return. Many despite doing everything right will not.

Sure some could squeak out a living on MU, a select few may even be able to work the markets and the game to make some nice ped, but every pec of that MU comes from another players pocket. With costs like this its no wonder the game is very slow to grow despite a constant influx of nubs.


MA realized that their game was not growing years ago, but they went the wrong direction in fixing the game. They went with the gimmicks and gizmos and turned the dial to 11. Sold off large chunks of its virtual universe to new fledgling developers and let them loose. Now we have a stagnant calypso, calypso mk.II, a receding narcissist dream land, an island stuck in before time, a planet in a year long alpha release and a new contender in the alpha released land. Still the same problem of expensive specialty game play but now with more mouths to feed from the same niche sized player base.


Its not all doom and gloom, the new developers are in somewhat different markets and have a vested interest in finding those few that would be interested in a niche game such as this. They will probably find enough to at least keep the game afloat, but i fear MA lacks the coffers and the ability to fix the game and make it truly shine as a unique and interesting mainstream MMO.
 
Lots of nice ideas in this thread, but as hinted at they are all just decorations on the shit pie.

MA has driven themselves into a corner. Sure they can and probably should add in some of these bells and whistles. However, people aren't quitting the game/gearing down/leaving as nubs because they don't have an unL amp that does 4.6 dpp instead of 4.2 dpp or because they can't look at the auctions on a whim out in the middle of nowhere. They are doing that because this game is very expensive for most people. It is a very niche game and will always have a niche amount of players in it at the current costs.

What does everyone always say is a good average return, 90% right? That's a horrific return percentage. Hell, the scummy Indian casino down the highway does better than that. Look at a nub that goes out with an opalo+a101, hunts for 2 hours or so a day and spends ~70 ped doing it. Thats 7 ped a day gone. 20 bucks a month. Not terrible you say, but then what happens to them, they level up, gear up and increase their playing. Now this nub is using say an Isis LC-35+a106. Now they are spending ~600 ped a day and losing 60 ped a day, 1800 PED A MONTH. Thats ONE HUNDERED AND EIGHTY DOLLARS. Even at half that activity level that is an insane cost for a simple MMO. And this is all assuming our theoretical nub is able to even get 90% TT return. Many despite doing everything right will not.

Sure some could squeak out a living on MU, a select few may even be able to work the markets and the game to make some nice ped, but every pec of that MU comes from another players pocket. With costs like this its no wonder the game is very slow to grow despite a constant influx of nubs.


MA realized that their game was not growing years ago, but they went the wrong direction in fixing the game. They went with the gimmicks and gizmos and turned the dial to 11. Sold off large chunks of its virtual universe to new fledgling developers and let them loose. Now we have a stagnant calypso, calypso mk.II, a receding narcissist dream land, an island stuck in before time, a planet in a year long alpha release and a new contender in the alpha released land. Still the same problem of expensive specialty game play but now with more mouths to feed from the same niche sized player base.


Its not all doom and gloom, the new developers are in somewhat different markets and have a vested interest in finding those few that would be interested in a niche game such as this. They will probably find enough to at least keep the game afloat, but i fear MA lacks the coffers and the ability to fix the game and make it truly shine as a unique and interesting mainstream MMO.

Best post of what this game is about now. Cant agree more how you described the planets :) Having planet partners and selling off calypso was a stupid move and I cant imagine this game getting fixed without major changes that wouldnt upset people.
 
What does everyone always say is a good average return, 90% right? That's a horrific return percentage. Hell, the scummy Indian casino down the highway does better than that. Look at a nub that goes out with an opalo+a101, hunts for 2 hours or so a day and spends ~70 ped doing it. Thats 7 ped a day gone. 20 bucks a month. Not terrible you say, but then what happens to them, they level up, gear up and increase their playing. Now this nub is using say an Isis LC-35+a106. Now they are spending ~600 ped a day and losing 60 ped a day, 1800 PED A MONTH. Thats ONE HUNDERED AND EIGHTY DOLLARS. Even at half that activity level that is an insane cost for a simple MMO. And this is all assuming our theoretical nub is able to even get 90% TT return. Many despite doing everything right will not.

This is one of the reason I have argued for more cost and fees that are fixed and "time based" compared to the variable cost like ammo, probe, decay etc we have today. The current system make things things so expensive when scaling up. The change I the cost structure should also include higher average return. Higher loots, higher return but also higher indirect cost. Basically a better balance between dividing the cost based on how much you play and not only what you do.
 
How to improve loot returns without expanding the player base:

We know that TT consumption, at least to an extent, gets cycled back through the loot system. Now stop and think about what happens in PVP.... Ammo and Decay get burned up, but no loot return is possible. At the oil rig, we know that these things at least partially contribute to funding the oil drops. What happens with PVP in other areas? ...that PED, in one way or another ends up in the loot system.

So that's free PED added to the loot pool. What would happen to our average returns if significantly more "free PED" we're added to the loot system?

So this begs the question: How can we increase the amount of "free PED" added to the loot system?

A longtime me ago, Marco told us that auction fees get cycled back into the loot system. If that is true, does this sill happen?

Years ago MA had the idea that fees derived from in-game advertising would contribute to the loot pool. That didn't pan out as well as hoped but it did give an incremental bump in loot. There likely aren't many things that could be implemented that can produce a huge increase in loot. It's far easier to implement, or augment things that can give incremental bumps in loot.

Clothing equip fees and all of the he other things that MA nickel and dimes us with, does that money get cycled into the loot system?

Now think of all the other things that potentially give " free PED" to the loot system; upgrading mothership/privateer SI, Space PVP, mind essence consumption, TP fees, thruster decay, scanner decay, refiner decay, excavator decay, tiering costs, vehicle oil consumption, armor decay, heal tool decay, etc etc...

Development priority should be given to augmenting these existing systems, as well as bringing back old systems like taming, and delivering on promises like melee amps, instead do doing superficial tiddlywink stuff like Dead Mob Sparkles... I mean, come on, how the hell did Dead Mob Sparkles get pushed ahead of melee amps in the development pipeline?

Why is it that LA owners on Arkadia get a mansion on their LA and here on Calypso they get a shit filed shed? Let's upgrade these sheds into something nice, that include shop areas because then they will get used, decorated, and generate fees than can be cycled

Why can't we create more high risk, high reward areas on Calypso that requires a long distance TP chip to reach? When hunting Araneatrox, Proteron, and some other stuff, I'm often using a TP III chip. How about putting an island in the middle of this big ocean we have and put something new that's amazing to hunt on it? Make it non-lootable PVP as well, that way we can donate to the loot pool by PKing the people we don't like.

There are tons of ideas...
 
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How to improve loot returns without expanding the player base:

We know that TT consumption, at least to an extent, gets cycled back through the loot system. Now stop and think about what happens in PVP.... Ammo and Decay get burned up, but no loot return is possible.

Again lack of knolage™

You doesn't know about ammo, which getting PKers, in different amounts, and sometimes even uber-size? Check PVP section.
 
Again lack of knolage™

You doesn't know about ammo, which getting PKers, in different amounts, and sometimes even uber-size? Check PVP section.

Drew, learn to spell before you accuse me of being ignorant. Failure to do so only demonstrates your idiocy. Different PVP areas work differently. I shouldn't need to detail each but for you maybe I need to.

What I'm talking about is non lootable PVP outside of the oil rig.

9 years I've been playing EU, you still are new. By looking through your posts in other threads and seeing how you attack nearly everyone, I can tell already you won't last long in EU.
 
Drew, learn to spell before you accuse me of being ignorant. Failure to do so only demonstrates your idiocy. Different PVP areas work differently. I shouldn't need to detail each but for you maybe I need to.

What I'm talking about is non lootable PVP outside of the oil rig.

Knolage™ - it's kestukism™

Maby u shuld rid moar PFC.

9 years I've been playing EU, you still are new. By looking through your posts in other threads and seeing how you attack nearly everyone, I can tell already you won't last long in EU.

Thank you for that masterpiece.
 
9 years I've been playing EU, you still are new. By looking through your posts in other threads and seeing how you attack nearly everyone, I can tell already you won't last long in EU.

:D

He is an "attention-whore", didn't you know that? :silly2:

Oh I'm off topic again, ops

Oh and gratz for the masterpiece :D
 
What does everyone always say is a good average return, 90% right? That's a horrific return percentage. Hell, the scummy Indian casino down the highway does better than that. Look at a nub that goes out with an opalo+a101, hunts for 2 hours or so a day and spends ~70 ped doing it. Thats 7 ped a day gone. 20 bucks a month. Not terrible you say, but then what happens to them, they level up, gear up and increase their playing. Now this nub is using say an Isis LC-35+a106. Now they are spending ~600 ped a day and losing 60 ped a day, 1800 PED A MONTH. Thats ONE HUNDERED AND EIGHTY DOLLARS. Even at half that activity level that is an insane cost for a simple MMO. And this is all assuming our theoretical nub is able to even get 90% TT return. Many despite doing everything right will not.

Its also important to look at the size of the gulf between being able to go out with opalo (level 5) and being able to go out with LC-35 (level 40) and just how many days of 2 hour hunting that will take, and what amount of (expected) losses. Never mind how many months of "lose 1800" or "depo $200" one would be expected to endure to get to the next major unlock.

EU may be getting more new accounts that stay in game and deposit, but how many new people are making it to coolness per year?
 
well, someone drives bmw and the other does not
the question is, what is your aspiration?
:wise:
 
Its also important to look at the size of the gulf between being able to go out with opalo (level 5) and being able to go out with LC-35 (level 40) and just how many days of 2 hour hunting that will take, and what amount of (expected) losses. Never mind how many months of "lose 1800" or "depo $200" one would be expected to endure to get to the next major unlock.

EU may be getting more new accounts that stay in game and deposit, but how many new people are making it to coolness per year?

Thats a really good question. Ive chipped out before and reskilled my avatar. Being a noob is a pain in the ass. I watch disciple after disciple quit because skilling up takes too long. Hunting low level boring things is tedious and only a certain kind of person can do it long term.

The problem is obvious, and has been for a long time, but to accelerate the rate at which people skill up also causes a whole new set of problems... skill farming, too many skills for sale on the market at the same time, etc.

There are only two solutions that I've thought of:

1. Adjust the skill curve so that its easier to reach level 30 or level 40

and/or

2. Create lootable skill chips that can never be sold, TTed, traded, or auctioned. Make them avatar bound. Also make it so that skill value can never be chipped out.

Doing both would accelerate the time frame in which people can hunt interesting things and participate in the game economy in a meaningful way. It would help keep them interested longer and likely would increase the amount they deposit.
 
Being a noob is a pain in the ass. I watch disciple after disciple quit because skilling up takes too long. Hunting low level boring things is tedious and only a certain kind of person can do it long term.

If someone get bored on beggining he would not play to long anyway, hunting bigger mobs gets boring also and gameplay cast much more later, this game its not for everyone
 
There are only two solutions that I've thought of:

1. Adjust the skill curve so that its easier to reach level 30 or level 40

it's already been made a lot easier to reach those levels provided the player is using L sib compared to how it used to be. Back in the UL only days MA nerfed the skill system twice to slow people down and made it harder, then the L stuff arrived and suddenly skilling went into overdrive. One player even managed to graduate mining in a day using the L sib gear in the old disciple system.

But how many people did the low level mob missions just to get the skill point who wouldn't have hunted those since they were a newbie?

EU has become suited to people who are willing to grind a mission chain just for the end reward rather than the loot a mob drops. As such the many mobs are massively over hunted and to compensate for the increased hunting MA reduced the drop rate of items, decreased the global rate and maximum loot. This makes hunting boring as you'll get the same few stackables that everyone else got - increasing availability and decreasing mark-up making them harder to sell. They've had to resort to implementing a 10ped global just to try and get some entertainment back.

Allowing people to skill faster and reach the higher mobs will only mean nerfing those mobs as well, which we're already beginning to see according to some reports.
 
I don't think forcing people to play at a certain level - hunt big mobs - or constantly upgrade the mob who they must hunt is the solution to anything. Well, it might be a solution to the game growing, but that is solving the wrong problem. The game should be challenging and interesting at any level. Well, or at least it should be more interesting at many levels of play. Bigger mobs inherently need a bigger bankroll and this will always be a barrier.

On calypso, we have 18 different mobs with starting maturity in the 30-100 hp range. We have a further 24 mobs with starting maturities in the 100-300 hp range. This is not counting instance mobs, or sabakuma and snabblesnot males that have 20, but actually do sort of get hunted, unlike many of these other mobs. Longu (310), Mermoth (320) and Snarg (320) are just above this range.

The problem is not having many mobs of such levels but in most of these giving no real incentive for hunters to hunt them, as they do not loot anything interesting and not much in way of markup. But right now mobs have very few variables, and essentially behave the same, loot the same and the main difference is what skins they loot - which don't get much use, as the texturing profession is impossible and unused. So the only way is to move to higher hp mobs, so ... people drop out.
 
I don't think forcing people to play at a certain level - hunt big mobs - or constantly upgrade the mob who they must hunt is the solution to anything. Well, it might be a solution to the game growing, but that is solving the wrong problem. The game should be challenging and interesting at any level. Well, or at least it should be more interesting at many levels of play. Bigger mobs inherently need a bigger bankroll and this will always be a barrier.

On calypso, we have 18 different mobs with starting maturity in the 30-100 hp range. We have a further 24 mobs with starting maturities in the 100-300 hp range. This is not counting instance mobs, or sabakuma and snabblesnot males that have 20, but actually do sort of get hunted, unlike many of these other mobs. Longu (310), Mermoth (320) and Snarg (320) are just above this range.

The problem is not having many mobs of such levels but in most of these giving no real incentive for hunters to hunt them, as they do not loot anything interesting and not much in way of markup. But right now mobs have very few variables, and essentially behave the same, loot the same and the main difference is what skins they loot - which don't get much use, as the texturing profession is impossible and unused. So the only way is to move to higher hp mobs, so ... people drop out.

Bingo! I think we have a winner here...

So far, the mobs we have available to hunt mostly loot more or less the same sort of stuff and those stuff are pretty useless to the general population other than being very attractive to the Trade Terminal.

Just hunt any random mob out there and what we have will probably be down to frags, residues, oils, extractors, hides, wools and some components maybe.

And what are those use for? Used to craft useless stuff like texturing, texturing and more texturing. The components and frags might be useful for enhancers, but those are too "niche" in a sense. As for the residues and oils, hmmmm....they are somewhat used I guess, but not to a very large extent owing to the high crafting barrier as well as the "availability" of the bps which uses them.

I'ld say, fix the "logic" behind the loots. Make low hp mobs loot low level materials which are needed in crafting low level items which low level players can use. The high hp mobs can loot those high level mats which are needed to craft high level items which high level players can use.

Next, fix the "economy" between the three professions, mining, hunting and crafting. Those three are inter-related and cannot survive/should not survive without the others.

Finally, lower the barrier to crafting and give the crafting profession some rework....at this moment it makes no sense to craft only to have a ton of failures and only some successes. Once the crafting profession is revitalized, there will be demand for hunting and mining loot. Once there's enough crafters crafting, there will be enough tools to supply the hunting and mining population and vice-versa.

At the present moment, its just a vicious cycle, spiraling downwards...

Do something like that or close enough to make some sense...then we might have a fighting chance.

:laugh:
 
Good posts the two last ones!

The thing is that MindArk did the favor to destroy craft! The amount of near successes and failed is too damn high. Once I had more than 15 near successes clicking ruds I BP at 100%QR on full quantity. At first I thought it was a joke. They also destroyed weapon craft and later with everything being capped even the full condition craft for residues like textures stopped.

It's weird how some mobs can drop 4/5 type of items while others you cant hunt them for weeks without see a single item. No items and no chance to big loot because every thing low or medium low is capped now.


What are they expecting with this? Players are not zombies hopefully some still have brains! lol Just hope that when Mindark notices this wont be too late.
 
2. Create lootable skill chips that can never be sold, TTed, traded, or auctioned.
We already have those. They're called mission rewards.

Make them avatar bound. Also make it so that skill value can never be chipped out.

:scratch2: Um. Just. No. (With the exception of the already unchippable attributes)
 
2. Create lootable skill chips that can never be sold, TTed, traded, or auctioned. Make them avatar bound. Also make it so that skill value can never be chipped out.

People seriously deliberately suggest this? I would give up half of my skills for MA's promise that the term "avatar bound" will never come up in this game.

It took me a year to reach lvl 30, why for new people it should be easier? It's already easier - my non-depositing disciple did it in half the time.
 
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