if the energy use for walking was gone i would gladly join them again
if no energy was used to walk why have random respawns?
Posted 06 December 2010 - 18:35
if the energy use for walking was gone i would gladly join them again
Posted 06 December 2010 - 18:53
Posted 06 December 2010 - 18:57
Dont do this, its not fair......ill quit the game if this happens. 1 of the most good thing of the game is this..... so not fun.
Posted 06 December 2010 - 19:01
Dont do this, its not fair......ill quit the game if this happens. 1 of the most good thing of the game is this..... so not fun.
i wonder what he was talking about - voicing a real opinion will gain more results...
and i think likely a credit gain buff may come - very likely on the TH special section
Have you hugged a cow today?
Posted 06 December 2010 - 19:02
Posted 06 December 2010 - 19:09
Posted 06 December 2010 - 19:14
The accelerator stim I thought was coming out (blueprint) leaving current INT stims seemed a good idea. Making the drop come from a high level, difficult "beastie" does the OPPOSITE of creating a low-to-high trading platform. That is horribly lacking in this game and would MUCH rather see it come in that direction.
I liked the Accelerator Stim too. The coders were not fans of two skills that are near identical, plus there was the coding issue of which buff would take precedence. Maybe if enough players ask for the planned accelerator, I can change their minds?
As for the beasty, there's no reason it should come from a high level critter. We could have it across multiple levels perhaps?
Posted 06 December 2010 - 19:15
Posted 06 December 2010 - 19:48
+1I say bring the credit multiplier back to intensifier. That is what makes the skill what it is....a multiplier. It multiplies the experience gained, the skill points gained, and the credits gained. Taking away the credit multiplier is actually detrimental to the skill itself. It worked just fine as it was. My father once told me 'if it ain't broke, why break it?'
Posted 06 December 2010 - 20:09
Posted 06 December 2010 - 20:13
Posted 06 December 2010 - 20:30
Posted 06 December 2010 - 21:00
10,600 CR per hour at full upgradesI don't run a faction, so I'm not really sure how easy it has been to maintain a stable faction bank up to this point. Could someone fill me in on this?
Posted 06 December 2010 - 21:02
I'm wondering how this change will affect faction banks. Since players won't be making as many credits from hunting, they won't be making as many deposits and also won't be bringing in nearly as much in terms of taxes. Will this make it difficult for some factions to maintain all of their structures (smaller or less active factions in particular)?
I don't run a faction, so I'm not really sure how easy it has been to maintain a stable faction bank up to this point. Could someone fill me in on this?
Posted 06 December 2010 - 21:12
hopefully they just undo the whole update and make the skills/stim separate not even going to attempt a hunt with the new intensifier :/I am confident that if we provide logical, systematic feedback to the cows that further changes will be made (possibility of a credit gain stim maybe) - for now it is watch and see
Posted 06 December 2010 - 21:21
Posted 06 December 2010 - 21:39
what about the guilds whom yesterday were able to afford thier structures and today will no longer be able to afford them
There should be more than enough creds coming from the Entity kills to sustain the structures. We shall watch for feedback however. If the structures costs are a touch high, we may need to tweak them down.
Posted 06 December 2010 - 21:53
Posted 06 December 2010 - 21:58
Posted 06 December 2010 - 22:04
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