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Messages - Imrin

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Bug reports / Re: [DLG] Unlimited cap quest exploit
« on: September 14, 2014, 12:36:59 PM »
The only cooldown in thsi quest is the joke with the rubber doll. There is no other cooldown or timeout attached. Also, it is impossible to invest skillpoints into persuasion in the first place, but it will slowly and steadily rise for every character. Just pointing out that there's already two fallacies in your statement here.
I didn't know that about persuasion. I can see how that would make older players make more money but in practice the bottleneck is vendor caps, not persuasion, because there's an abundance of junk to sell. So instead, as players get older, it will become more difficult for newer players to get caps. So that encourages audience stagnation. Just my observation.

As for the cooldown, I had assumed as much. People were referring to it as a cooldown when I talked to them about it but I guess that doesn't matter. When testing it initially it's impossible to differentiate between it having a cooldown and it being a one-time thing. You'd have to wait a bit and try again to know for sure.

We wanted to avoid that every faction seems like just a copypaste of the other factions. There are differences between the factions in certain "quests" but they simply don't matter for experienced players in late game, which, by the way, is part of the design.

What that means is that once youre past the first stage of the game, have a decent character and a good supply of gear, it doesn't matter at all what kind of dialogues there are or how often you can complete them. Something being different doesn't automatically mean it is "imbalanced". Also, from my own personal experience palying vtec, I never had problems converting my junk into something meaningful and I din't use the dialogues once, even though being able to do them once is a big advantage over the other factions.

I understand that meaningful diversity has an appeal in the design. If the factions were totally equivalent to each other, there wouldn't be much gameplay incentive to join one over another. In practice, though, the difference with this quest has proven to just be an arbitrary difference that gives other factions advantages over v-tec, economically. The NPCs are all direct equivalents, but with v-tec being an inferior one.

As a side note, personal experience isn't enough to go off for determining balance. Community input is imperative for that. Some of which I'm giving to you.

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Bug reports / Re: [DLG] Unlimited cap quest exploit
« on: September 14, 2014, 12:06:22 PM »
The repeatable dialogues offer only a caps reward which often is lower in value than what you would get for bartering them, especially as your persuasion skill rises. The onse-time dialogues often offer a choice of mroe caps or gear, which can be a great help for new chars as that gear will be 100% condition.

Also, arguiing that vtec loses zone control cause brahminboys can get 5caps for a scout handbook is a very long shot.

I think you're missing the point entirely. You're saying that it's intentional that v-tec is the only faction that has a cooldown on that quest?

The reality is that no one uses persuasion. It's a waste of skill points and, at best, people will just make alts which is unnecessary because of the abundance of junk. People on v-tec have mounds of junk everywhere because the junk vendor is always empty and they can't do the quest that everyone else does to get caps because it has a cooldown. No matter how you look at it, this puts v-tec at a disadvantage and other factions at an advantage. Even if you think it's small, it's a problem and that's why I made this thread.

Also, since you're here, v-tec (apparently) doesn't get caps as a reward for participating in ZC. Is that intentional?

EDIT: I think I understand now. I guess I'm the one that missed the point. V-tec has higher rewards than other factions for that, but it's a one-time thing for them. That's much, much worse than it being repeatable. The NPC doesn't have a limited number of caps for that so how much you get is decided by how much junk you have. So the amount you loot the core is directly proportional to the amount of caps you get from it, whereas on v-tec the amount of caps you get is determined by assignments and how long you camp the junk vendor. That leads to an enormous economic bottleneck on v-tec. One that doesn't exist for other factions.

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Bug reports / Re: [DLG] Unlimited cap quest exploit
« on: September 14, 2014, 10:17:46 AM »
dialogue working as intended. Every faction has those in one way or another. Their impact on "faction gear imbalance" is negligible.

I'm assuming you missed the "unlimited" part. In the relevant v-tec NPC, you can only trade one of each time of junk a single time. In every other faction, you can do it an unlimited number of times. I know this can't be working as intended because this would make the junk vendor redundant and obsolete. Counter-intuitive, even. Because the junk vendor buys junk for less, with a limited number of caps, whereas this NPC will take the junk through dialogue for more without a limited cap pool.

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Bug reports / [DLG] Unlimited cap quest exploit
« on: September 14, 2014, 09:46:21 AM »
Someone using this exploit spilled the beans. Apparently, the dialogue quest for turning in junk for rewards is only working correctly on v-tec. On every other faction, you can turn junk in an unlimited number of times. This (presumably) consumes the junk but gives rewards hugely disproportional to the cost. This means that players can:

1. Obtain junk.
2. Exchange junk for caps or armor/weapons/whatever else the quest rewards are
3. Use the caps to buy more junk and continue this

For clarification, the NPC in question is located here, in v-tec:
http://i.imgur.com/uOvxc45.jpg

I don't know where the (bugged) equivalents are for the other factions.

This bug seems to be responsible for a large amount of the faction gear imbalance we've seen in PvP and zone control so far. You'll have to talk to whoever wrote this quest to find out what all the rewards are to truly understand the depths to which this has caused a faction imbalance. I think just superficially, knowing that this exists should explain a lot for you. A sarcastic "thanks" goes out to everyone who knew about this but did not report it. That is to say, (apparently) every major group in every faction but v-tec. Truly you guys are keeping this game alive.

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Suggestions / Dungeons are terrible deathtraps
« on: September 07, 2014, 09:09:28 AM »
What a waste. In their current form, no one is going to do a dungeon knowing what they're in for. There are two major problems with them right now, from what I've been able to experience:

#1. You can't leave.
#2. Enemies respawn extremely frequently.

Because of these, dungeons are deathtraps that lure players in with promises of loot that they can never receive. It doesn't matter what loot you could get from them because you will never get out.

I suggest adding multiple exits throughout the dungeon, removing the enemy respawn and the loot respawn.

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