I'm really sad that you don't announce changes like LDR bonuses modifiers.Reason: Leadership is currently broken as hell. Lots of bugs. Current numbers aren't final.
30 kg for the Carry Weight bonus comparing to the old 100 kg sounds like a joke. 70% change. Was it really that big problem? Actually, I think it's kinda right update, not sure exactly about the number. Can you please give us your reason?
Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.
Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none. Now it runs on a logrithmic scale which again promotes our idea of characters not needing to stack or dump stats.
1 reroll for each 100 000 ZC score
- Timer is removed when opposition arrives, it is a fight to the death now.
50k rep it's about 1h of lucky scavenging.
500k rep sounds better but still has no effect making you to participate Zone Control.
naossano
Swarm faction B can recap flag for thousand times and thus mechanics will be same. So no point in old system.
And faction A could also try to sustain guerilla, as it doesn't involve killing bilions, but be in movements, pick target at the appropriate time, then move again to avoid the swarm etc... Now, the swarm army just know that they will never lose.
The point never has been in capturing zones, but in ability to contest other players.
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Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.
I'd like to be able to use item weight as a pro / con to certain items to promote uniqueness towards gameplay. By squishing extreme stat ranges, I'll have an easier time balancing things.
Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none. Now it runs on a logrithmic scale which again promotes our idea of characters not needing to stack or dump stats.
Or lets just not let more than people playing in Lawyers to get into the core.
1 lawyer online - max 1 v-tech in the core.
Are you the one reworking it ? How do you know if it will work better ?I'm starting to wonder if you ever express optimism.
Are you the one reworking it ? How do you know if it will work better ?I'm starting to wonder if you ever express optimism.
Are you the one reworking it ? How do you know if it will work better ?I'm starting to wonder if you ever express optimism.
Spent too much time on 2238 for that...
But it has no 1-hexing.
picture off-topicEdit that picture:
Have this free game! It's fun, it requires teamwork, it has no korean-style grinding! You also use environments to your advantage, and none of them are broken!
But it has no 1-hexing.
Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.
That's the best idea you've came up so far (IMO).
Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.
A nice idea, but i would rather not have this as something permanent. There is a risk bigger faction would squat on the less factions HQ.
Or make it so that the worldmap disapear and the base are directly connected to the gates. You if you want to visit another faction base, you have to go throught the whole phoenix, then the faction gate, and finally reach the base.
Well, here's the direction I want to take the WM into.
Each sector of the map will be owned by a faction and are susceptible to being taken over.
As we will further the emphasis of the factions, they will eventually have faction wide resources such as Manpower, Wealth, Weapons, Armor, Food. These resources which will be generated via these sector controls as well as the core ownership.
Controlling Sectors:
-Platoons will be able to build outposts on behalf of their faction which will take control of adjacent WM sectors in a radius.
These outposts will be susceptible to attacks and can be destroyed completely by Players and periodic raids by NPCs if undefended.
-Outposts will be upgradable and have NPC defenders
-Hopefully I'll be able to implement dynamic buildings so players can build their own destructible walls in these maps to make for a personalized bases and dynamic battles.
What is controlling a sector good for?
-special locations that can only be accessed when your faction control the sector such as water sources, ruins, armouries, abandoned factories, ect.
-As we will be removing assignments from bases, it will instead be random locations that will pop up in faction owned territory.
-Platoon owning the sectors will receive income of all activity in the controlled area.
-After owning the sectors, you will then be able to build to build barracks, mines, small towns, ect which will generate more resources for the faction and platoon.
Ultimately, when you can reach the enemy faction's HQ from the WM with sector control, you'll have a chance to destroy that faction.
This is just the basic sketch of what I want AoP's WM to be like.