Deemer
Prowler
- Joined
- Apr 18, 2018
- Posts
- 1,086
1.
Change the line with "Durability" for weapons with numerical value. It's not 2005 and it's annoying to check everything simple things from the wiki website. This line exists anyway, just give it value instead of words.
2.
To make sure in understand this, I think it's better to give an example. Therefore, I will summarize it like this.
In most RPGs taking a mob in a target there is a color indicator that tells the player whether this MOB is too strong, weak or is good for the level of the player.
For example, the very strong MOBs for our level are marked in red to tell us that it is too strong for us and will most likely kill us. In this case, the player can easily judge whether he wants to risk for better items at a more expensive than normal cost of killing.
The pale pink color suggests that the mob is a little stronger for our level, but we still have a chance to loot a better item at a slightly more expensive price for this kill.
The white color usually suggests that this mob is at our level. Loot is normal and skill acquisition is also good.
The green color suggests that the mob is a little weaker than us, which means a little less skill acquisition, but at the cost of better prey.
And the blue color suggests that the mob is too weak for us and neither the acquisition of skills will be good nor the loot itself.
Usually these color gamuts are used in an interval of about 10 levels, ie. 5 above our level and 5 below our level. Which helps even a new player to make his own choice.
Of course, in Entropia, not the level, but the weapon has the above effect, so for example, when we target a mob, this color range can help players choose the right weapon for the mob they have decided to hunt once you equipped it.
For example, here I remember how everyone who pays for the free game with a starter pack and starts with Barbarella encounters a mob that requires a weapon with a DMG range of 0.5-1... this is made for fun with new players who have paid in free game... right?
Since Entropia has a unique dynamic rate that affects the loot and TT returns, the above changes would not change much at the core of the game, on the contrary. In my opinion, for those who have a gambling character or just want to scratch their ego or just reach the levels for their wallets faster, it will not matter much, but they would still be aware that they will pay the price for their choice. Ie. you can avoid the statements that the game is gamble.
But for most players who prefer slow development so that the game doesn't get too expensive, this would have a positive effect. Respectively, I think it would affect the market itself due to the smaller volume of prey that is poured against the current demand every day, which would rather balance the mark-ups of the current 100.01-100.05% ..
I think the benefits of all this will be significant and would help to better understand the game. For example, when a player shoots 100 peds today and gets 8% Muscle Oil in the loot, and the next day gets 10% Muscle Oil in the loot, it would be easier to navigate the dynamic pace of the game... isn't it.
In my opinion, a small color correction would increase the activity in the game, simply because the majority of players are not programmers to access the chat.log and create their own automatic hunters.
Seriously, is there a member of the MA balancing team who can do a profit after a week-long hunt with Barbarella on Caudatergus around Icarus, for example. This is the starting point for every new player, let someone from MA show us how to make a profit in this case.
Do you really expect a player to use a TT gun for at least 10 hours for at least a week on a 50-60 HP mob, such as Exarosaurs, to see that the game holds back his TT loss of about 30 ped... ie. the longer you hunt in a normal frame, the better the loot and TT will be. But what you have built at the moment is more inviting for bots... I don't understand what your goal is, the game to be for bots?!
This is a quick thought that I haven't delved into... I'm just writing at the moment, but I think the basics is understood.
PPRPS.
At least the Durability line exists, and I don't think much work needs to be replaced with a numeric value.
Change the line with "Durability" for weapons with numerical value. It's not 2005 and it's annoying to check everything simple things from the wiki website. This line exists anyway, just give it value instead of words.
2.
To make sure in understand this, I think it's better to give an example. Therefore, I will summarize it like this.
In most RPGs taking a mob in a target there is a color indicator that tells the player whether this MOB is too strong, weak or is good for the level of the player.
For example, the very strong MOBs for our level are marked in red to tell us that it is too strong for us and will most likely kill us. In this case, the player can easily judge whether he wants to risk for better items at a more expensive than normal cost of killing.
The pale pink color suggests that the mob is a little stronger for our level, but we still have a chance to loot a better item at a slightly more expensive price for this kill.
The white color usually suggests that this mob is at our level. Loot is normal and skill acquisition is also good.
The green color suggests that the mob is a little weaker than us, which means a little less skill acquisition, but at the cost of better prey.
And the blue color suggests that the mob is too weak for us and neither the acquisition of skills will be good nor the loot itself.
Usually these color gamuts are used in an interval of about 10 levels, ie. 5 above our level and 5 below our level. Which helps even a new player to make his own choice.
Of course, in Entropia, not the level, but the weapon has the above effect, so for example, when we target a mob, this color range can help players choose the right weapon for the mob they have decided to hunt once you equipped it.
For example, here I remember how everyone who pays for the free game with a starter pack and starts with Barbarella encounters a mob that requires a weapon with a DMG range of 0.5-1... this is made for fun with new players who have paid in free game... right?
Since Entropia has a unique dynamic rate that affects the loot and TT returns, the above changes would not change much at the core of the game, on the contrary. In my opinion, for those who have a gambling character or just want to scratch their ego or just reach the levels for their wallets faster, it will not matter much, but they would still be aware that they will pay the price for their choice. Ie. you can avoid the statements that the game is gamble.
But for most players who prefer slow development so that the game doesn't get too expensive, this would have a positive effect. Respectively, I think it would affect the market itself due to the smaller volume of prey that is poured against the current demand every day, which would rather balance the mark-ups of the current 100.01-100.05% ..
I think the benefits of all this will be significant and would help to better understand the game. For example, when a player shoots 100 peds today and gets 8% Muscle Oil in the loot, and the next day gets 10% Muscle Oil in the loot, it would be easier to navigate the dynamic pace of the game... isn't it.
In my opinion, a small color correction would increase the activity in the game, simply because the majority of players are not programmers to access the chat.log and create their own automatic hunters.
Seriously, is there a member of the MA balancing team who can do a profit after a week-long hunt with Barbarella on Caudatergus around Icarus, for example. This is the starting point for every new player, let someone from MA show us how to make a profit in this case.
Do you really expect a player to use a TT gun for at least 10 hours for at least a week on a 50-60 HP mob, such as Exarosaurs, to see that the game holds back his TT loss of about 30 ped... ie. the longer you hunt in a normal frame, the better the loot and TT will be. But what you have built at the moment is more inviting for bots... I don't understand what your goal is, the game to be for bots?!
This is a quick thought that I haven't delved into... I'm just writing at the moment, but I think the basics is understood.
PPRPS.
At least the Durability line exists, and I don't think much work needs to be replaced with a numeric value.