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bleacher12

Member Since 22 Oct 2013
Offline Last Active Sep 07 2015 00:13

#913379 Speaking of Pride

Posted by bleacher12 on 03 January 2015 - 17:28

Voted no. 

 

What am I missing here? Aren't medals a recognition of one's achievements in the game already? Do players not already know the difference between a bronze medal and a diamond? Does everything need to be about more and more rewards? What happened to being satisfied about an achievement in and of itself for the challenge, why are endless rewards required to make those achievements meaningful and why do they need to be uber exclusive?

 

The premise of this buff doesn't appeal to me in the first place as it demeans medals as-is and makes them yet another part of the game driven by greed rather than achievement and this change will only further drive it in that direction, no thanks. If you can't be satisfied with the medals you earn for what they represent without the incentive of further rewards, you've already lost their purpose.




#911712 Suggestion: FSP Market

Posted by bleacher12 on 23 December 2014 - 18:26

Why do folks go out of their way to avoid every little bit of risk in the game? The risk is the whole point! what a terrible idea!

 

Don't like the risk please go watch paint dry instead of playing. Sorry if this sounds like trolling but am tired of these kinds of ridiculous ideas that try to eliminate every last bit of fun from the game.

 

As others have already mentioned, very exploitable, also, increase deposits, have your guild mates help with carrying gold, placing market requests, etc, it is after all a team game! Use your imagination on how to deal with the situation. For crying out loud gear and buff up while you hold the gold instead of lazily sitting in epics and then crying about getting hit and losing gold!




#903490 Making Level Up Points for Attributes Flexible

Posted by bleacher12 on 22 November 2014 - 04:45

I know... but if I have no level up points in def why would i place skill points in a buff that increase base def ... if we get the right to change level up point then it messes up the buffs we have picked.  The complete structure or reasoning, if you will,  behind why we picked buffs changes if this is implemented.

 

EDIT:  Oh, i see. I used the wrong term in my post

 

 

Perhaps at lower levels this is relevant, but doubt it is at higher levels. Also, this would be a way to promote group play no? A guild should have all the complementary skills to work as a team, focusing only at an individual level kinda goes counter to team play required and promoted by the game. Also, with the addition of the buff market, access to buffs has become so much easier and cheaper, I for one don't see any issues with that aspect.




#903333 Making Level Up Points for Attributes Flexible

Posted by bleacher12 on 21 November 2014 - 21:38

In playing another game recently I observed a very nice implementation for an aspect of FS that has always annoyed me and I'm sure other players as well, the fact that Level Up points assignment to attributes is permanent, requiring an expensive reset for reallocation.

 

Different aspects of the game require points in different attributes, even with hunting for example, depending on the stats of the Elite/SE/Titan you would probably want your attributes setup differently, putting more points in Attack, Defense, Armor or Damage as needed for that situation.

 

Not to mention the difference it would make in PVP, be it straight up or Bounty Hunting or GVG, being able to adapt the attributes to compliment your setup and counter the target's setup and points would add a whole new dimension to PVP and actually make Cloak more meaningful. Modalities could be worked out (for example, you are locked in to the attributes at the start of a bounty or PVP tournament), but it would be nice to have the choice.

 

By default perhaps players could be allowed to set up 2 or 3 attribute configurations with the ability to buy more slots like we currently can with saved combat sets or arena moves. No limit on reconfiguring points within the available sets.

 

Perhaps the up coming replacement for the ladder could be a good point to introduce this change. What do people think?




#892252 'BLOOD' a possible idea for Grims intended removal of xp loss from pvp.

Posted by bleacher12 on 01 October 2014 - 19:41

I'd vote for Prowess too, it denotes skill/expertise in addition to courage which seems more appropriate given prevailing in PVP requires skill in addition to courage.




#891995 FINAL SOLUTION for BOTH parties

Posted by bleacher12 on 30 September 2014 - 17:04

I just had one of the supposedly top PVPers in the game (a player right at the top of one of the Top PVP lists) buy PVP protection and opt out of the ladder on me.

 

This would be the very same player that complained loudly on this very forum about players being allowed to do that. Can we please stop pretending about all this 'real' PVP stuff? What further evidence is required that its dead and the only reason folks want it continuing is to be able to gang up on the BB for smash parties which happens to be a favorite activity of this player.

 

You want XP loss, the new system has it, you want level loss, the new system has it, you want the challenge of playing the best at PVP, the new system promotes it. What exactly does the new system not have that the current does to demand such loyalty from PVPers? The only reason to cling on to what currently exists would be the overly vindictive and petty Player Versus Guild on the BB to strip off leveling XP and levels on a whim.

 

I think Pardoux and Davros have elaborated pretty well where the administrators want to take this game and where this idea would end up, no point in repeating it.

 

Sorry Mary, I really love and respect you but can't get behind this, I like the original intent of the game creators in having the game be Player Versus Player, singular, not Player Versus Guild that it has become and the new system shows some promise in that direction, albeit needing some work. Its time to let the old way go and embrace the change.




#891908 FINAL SOLUTION for BOTH parties

Posted by bleacher12 on 30 September 2014 - 04:02

I guess I don't understand the need for this.

 

There IS XP LOSS AND LEVEL LOSS in the proposed new system, so why is it being labeled soft? Just because it happens to be XP specific to PVP? Doesn't it sound strange to keep harping on that? Why not take this opportunity to embrace the aspect of the game you love in a nicer more direct and open environment?

 

The new system does what should have been done from day 1, separate two aspects of the game that never should have been intermingled in the first place.

 

The new system actually promotes pitting the best against the best in the way it is structured which is what I as a PVPer would like to see.




#891857 'BLOOD' a possible idea for Grims intended removal of xp loss from pvp.

Posted by bleacher12 on 29 September 2014 - 21:13

Agree with dory here, I think the upper range for hits could be made higher, only the upper range.

 

If a lower level player is willing to risk hitting up I don't see why that shouldn't be allowed, it would be more challenging and fun and address this issue of fewer targets in the higher level ranges.




#891837 'BLOOD' a possible idea for Grims intended removal of xp loss from pvp.

Posted by bleacher12 on 29 September 2014 - 18:26

So what happens now to Honor, Bastion and Shame buffs and the Protection Enhancement?

 

Will they simply be replaced by some new buffs and enhancement? Or will they simply be switched to work with PVPXP instead of regular XP?




#891454 'BLOOD' a possible idea for Grims intended removal of xp loss from pvp.

Posted by bleacher12 on 26 September 2014 - 16:09

Also, can we get some clarity from the cows on whether we'll be allowed to simultaneously dress separately for regular XP vs PVPXP?

 

Ideally not, as with the current environment players should need to choose between sitting in stam gear and being easy targets or defending their PVPXP.




#888776 Revenge Attack Option For Returned Attacks

Posted by bleacher12 on 08 September 2014 - 17:45

Love the idea RJ, like others have noted this would really bring PVP back to life, as in Player Vs Player, not Player Vs Group of Players on the BB.

Removal of the overly punitive aspect of the BB as played by some would be the ideal incentive for people to start trying PVP out as evidenced by Pardoux's post, fact that you enthused a non-PVPer with your idea into trying it out is a great sign. Hope the cows make a note of it.




#882965 Ladder & BB: Interval between hits when deflected

Posted by bleacher12 on 30 July 2014 - 22:37

I voted yes, but for me Deflect should work on a completelly different way.

Deflect should be just like SSI, higher the levels more 'Deflect HP' you'll have, after 6 times (?) the buff will be knocked out and you'll lose it, until you or someone else give you the buff.

But, of course, still with the same % of chance to activate.

That is actually a very interesting suggestion and a very different way of looking at it. At first look it seems very appealing but need to think about how it impacts the game overall. I mean to a degree it doesn't really alleviate the problem on the ladder if folks are good at rebuffing and the ladder gives you plenty of time to do that since hits interval is 1 hour, but on the board or in GVG this would work well.

Though, the cows have shown a major disinclination to change deflect which is why I came up with this narrow alternative focused on 2 areas where hitting is the norm. Definitely something you should float as a a separate idea independent of this suggestion.




#882907 Ladder & BB: Interval between hits when deflected

Posted by bleacher12 on 30 July 2014 - 16:52

I have had 8 Deflects in a row on a bounty where I had Anti-Deflect + Spell Breaker + Spell Leech + Sealed. Seems entirely unfair that one buff can supercede 4 buffs in that manner.

 

It still doesn't compare to the pain on the ladder with again the same 4 buffs and still getting deflected 6 times in a row over 6+ hours! Almost cost me that ladder.




#882901 Ladder & BB: Interval between hits when deflected

Posted by bleacher12 on 30 July 2014 - 16:32

Unfortunately I started this in the wrong forum so starting a new thread here where it is more relevant as there is no facility I could find to move forum threads:

http://forums.hunted...when-deflected/

 

Request to those that voted there to please vote here again!

 

This suggestion is strictly with reference to the PVP Ladder and Bounty Board ONLY.

 

Lets face it, deflect is not going away, but could the player experience around it be made better? Most definitely, so here's a suggestion for an improvement around it in the areas where it is the most aggravating.

 

This suggestion is strictly with respect to the PVP Ladder and the Bounty Board only where hitting is the norm.

 

Suggestion:

if a hit gets deflected, the attacker should be allowed to attack again in half the interval of an undeflected hit. If the next hit too is deflected the interval should be further halved and so on until the attacker is able to land a hit, at which point the interval reverts back to the normal interval.

 

So, for example, normal ladder hit interval is 1 hr, if a hit gets deflected, the attacker should be allowed to hit again in a half hr, if that gets deflected again, the attacker can try again in 15 mins, if that hit is not deflected he can next attack only after an hr.

 

Getting deflected 5-6 times in a row on the ladder especially is painful and can unfairly skew a ladder result, this suggestion doesn't change the behavior of deflect, it just gives deflected attackers a chance.




#878485 Pinata Frenzy I (Global)

Posted by bleacher12 on 11 July 2014 - 21:00

I only quoted this (apologies bleacher12) because I'm an established frag farmer and, yet, I support these frag events full force.

 

 

 

 

To end on a personal opinion that might be toeing the ban line. I wonder why some players simply don't thank HCS for the GE (like quite a few have) EVEN if they don't care for it.

 

I feel that the world in general is far too "me-oriented" and that it's not surprising that FS is simply, as is to be expected, a reflection of this.

 

 

No offense taken, I think you misunderstood my point, I don't farm frags nor was I particularly crying for those that do, adapt or die is fine by me, survival of the fittest and all that good jazz.

 

My point is straighforward, 99% of the folks in the game don't need the frags, none apart from the 1% of the top composers do, so I guess to that extent about your point on selfishness, we are on the same page, the only folks begging for these and thanking HCS for this event would be those 1%.

 

I'm all for GEs, just not 3 frag events in a row, its entirely pointless, especially when 99% of the user base does not need them. The rest 1% can be served fine by those that are willing to farm for them.

 

Your brown nosing seems to overlook the fundamentals of economics and I can't be bothered to school you in it. I get that the cows are promoting composing as a gold sink, but honestly, it probably already worked if was going to and endless frag events are not going to change the course of that in any way.






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