1. I partially agree with logic and pricing of Gorka's shop.
Though there needs to be 1 of 5 bonus charisma, not 1 of 25 - I suppose it's an oversight, because bards cap at 29 charisma or so - do you want to nearly double their charisma in 1 rebirth? The throngs of bard primes 9x40 we have is not the question, it's the principle.
2. I'd still prefer being able to accumulate stats as I invest time in exp/gold, ie, buy rebirth shop, rebirth, it's reset, buy 5-25 of everything again, but..
3. What I'd totally accept is accurate pricing of logarithmical pricing Fluffy suggested.
The problem here are the coefficients - the 1600bil for 10th dam is nothing to sneeze at, even for rebirths. At that point the price does seem reasonable.
I'd expect to get more hps per rebirth, for example, not 200, but perhaps 300.
4. Extra damage isn't noticeable in stabs, because stab damage is capped for solo around 600 for non-primes and about 1200 for groups?
If these caps are increased/removed, then it'll let players use their real power.
As rebirthers gain more power, they'll need tougher areas to run, that's a given.
One possible solution is to:
- introduce area instances
- let rebirthers set difficulty to normal (current), difficult, epic, heroic, mythic, each increasing mob hp/dam by about 20%.
It'd instantly create dozens of areas rebirthers can hit for more exp without bothering each other or small groups (look at any graphic MMORPGs at how playing in dungeons is done, it's trivial).
In fact, difficulty setting may not be limited to rebirthers - it'd increase the difficulty range for various areas. But it won't fix broken areas with worthless mobs.
6.
*Breeze* wrote:there is nothing missing from the avatar shop.
everything in there was decided on by Splork back
when i redid the shop as a level 43 immortal.
he said that's what he wanted there, so that's
what I added there.
Players see for themselves, whether they need something from the shop or not and
voice their concerns.
What you just said about Splork single-handedly deciding for all players, what the shop should or should not have, demonstrates the attitude that is the core of most issues in the game, because it's being tailored to his vision without regard to player's interest and needs - and that leads to the game being less and less interesting to players.
Of course, he probably has a right to say, "I'm building the game to my liking - if people don't appreciate it, let them go to Aardwolf or MMORPGs or real life". But is this the vision other immorts share? Is this what players appreciate?
If that's the case, then immorts should stop focusing on making the game interesting for players by asking what they want, and should make a list of Splork's interests. It'd be much more efficient - after all he hasn't publicly played for years, whereas some players have spent only literal years in the game.
Or, immorts should listen to what players want and work together how to make the game more enjoyable for the players, not for Splork.
Splork said that he lets immorts do their thing, except he is involved in most things and whenever he is, whatever new is added is gimped in the end:
- the spec rack that hasn't solved the problem of dozens of specs vanishing from vault floors during reboot/crash,
- the group gold areas: he said that players have enough gold and it isn't an issue, which disregards how mindnumbingly awful gold grinding is or that players might want to group even for gold. After all, the rest of the game is painstakingly geared towards groups,
- forbidding adding more mobs to old areas, the approach is to add it once and leave it, while the opposite is better: measuring, analyzing and tweaking areas for player enjoyment within reason.
So, what do you say Breeze, do you insist that nothing else gets added to the avatar light, because Splork once said so?